Price, 10 C 
$1.20 Per \. 




\ 




^^^^Lfy^9ijt^u*^^^ir^^^%jt^Lf*^^r^'Kr%^ 



%^ 



...SPALDING'S... 



lilustrated Catalogue 



OF 



SPRING 



SPORTS 

PUBLISHED'aBOUT FEBRUARY FIRST. 



SUMMER. 






BASE BALL, LA>XnM TENNIS, 
GOLF, ATHLETIC GOODSe^ 



BICYCLE SUNDRIES^ 
UNIFORMS and ACCESSORIES 



Handsomely and profusely illustrated, the recognized 
authority for standard goods, and the most complete cata- 
iugue of its kind published. Mailed free to any address. 



A. G. SPALDING & BROS. 



NEW YORK 



CHICAGO 



PHILADELPHIA 



4i^l^jt^^<%^^'<r^ir^'<t^1iJt^'<'%^ 



U^ 



CHECKERS 



^ 



A TREATISE ON THE GAME 

WllH INTRODUCTORY CHAPTER CONTAININING SOME NOTES REGARD- 
ING ITS PROBABLE ORIGIN ; A DESCRIPTION OF IT IN ITS 
EARLIEST KNOWN FORM, ACCOMPANIED BY ILLUS- 
TRATIONS OF THE ANCIENT AND MODERN 
VARIETIES, ETC. 

BY 



A. 


HOWARD CADY* 




C><<-N<C>(2n 


<^^ 


/\/\ /\~X^ 


\ . 


>ooo^ 


4 


/\ ^~^ /\ ^^ /\ ^^/\ 


X 


*^/\ ^^/\ ^^/\ ^^ / 


^ 


\^cd\/c^\/cz>\^ 



CHECKER BOARD 

Invented by the French author, Lallemont, whose name it bearF. This cut shows 

that a checkered board is not absolutely essential to play the game, and, 

moreover, that it contains thirty-two unnecessary squares. 



c^ 



PUBLISHED BY THE 



f 






a»P 181 




AMERICAN SPORTS PUBLISHINGnQQMPAN 

241 BROADWAY, NEW YORK. . _ 



NEW YORK. 
Copyright, 1896, bj^ the American Sports Publishing Co. 
\ 



.■^'3 



preface. 

1 
Notwithstanding the innumerable Murks treating of draughts, there 
seems always room for one more, and it is hoped that this little vol- 
ume will find its place in the empty niche. This book, it must be 
candidly acknowledged, does not profess to be the work of one mind, 
but the compilation rather of the theories and practices of various 
writers and players, who have made a thorough study of this most in- 
teresting and absorbing game. It is not possible in the small space 
alloted to go into elaborate details, either of instruction or illustra- 
tion ; therefore it has been my aim to cull the best and most essential 
and to present the game in its divers forms in as attractive a manner 
as dry facts and the necessary technique will permit. 

On another page have been given the names of the celebrated play- 
ers and authors who have done so much to bring draughts into promi- 
nence, and their works will prove invaluable to the student if, after 
mastering the elementary laws and problems between these covers, he 
desires to acquire a more scientific knowledge of the game. 

Xkw York, Tvlarch, i8g6. A. II. (".. 



®rauGbt0 or Cbecftere. 



The Primitive Game in its Several Varieties, 




xl: 



HERE are so many ways 
of looking at a game, so 
many methods for study- 
ing it from the possible epoch of 
its invention, and through its 
various evolutions into the varie- 
ties known and played to-day, 
that it is often puzzling to decide 
in which direction to turn — 
which particular line of research 
to pursue. 

To begin at the beginning, 
therefore, and follow the direc- 
Lady and gentleman of the fourteenth cen- ^-^^^ pointed out by the chroni- 
tury playing at z/awi'i- or Draughts. ^ •'.... 

clers or the most primitive form 

of the game, is probably the safest course, as thus, at least, one has a 
distinct point to start from. 

The deeper we go into games th-; more interesting, the more 
intricate we find them, and it is curious to note how the different 
pastiiiies of the mediaeval ages seem to be based on the same principle, 
though varying in form and execution, according to the method of 
play adopted by the several races or nations by whom they were 
invented or where they were received. 

This applies to both card and table games respectively, and in each 
instance the origin of the given types of games will be found to be 
similar in character at the beginning, although dififering from one 
another, as presented in different places and at various epochs. 

This is especially true of card games, discussed at some length in 
a preceding number, and applies also to so-called "table-games," 
as chess, backgammon, draughts, etc., may be classed under the 



4 CHECKKRS. 

same head. They have undouhtedly sprung from the same family, 
and a study of them, individually and collectively, will disclose many 
points in common. 

Just to what particular period of antiquity the invention* of draughts 
belongs, it is difficult to say. Some claim for it a Chinese, others an 
Egyptian, and others still a Grecian origin, to say nothing of the 
minor efforts to place it. By some writers it is said to be a modified 
form of chess, while other authorities on games think that chess Avas 
evolved from the simpler variation of draughts. According to Sir 
William Jones chess can be traced back four thousand years, and as 
by many draughts is considered to have preceded 't, this latter may, 
indeed, claim great antiquity. 

Be that as it may, all board-games, as they are called, from the 
simplest form up to the most scientific, which is acknowledged to be 
chess, are generally of a " war-like nature," that is to say, the men (or 
pieces) are placed upon the table to unite their forces or capture the 
enemy. The idea of "mimic Avar" was doubtless the key to the 
invention of this class of diversion. 

The simplest of all these board-games, that is, the one played with- 
out lots or dice, and depending altogether upon the skilful move or 
draw of the pieces, is draughts, which, under this name, includes 
numerous varieties of the ancient and modern pastime. 

It is as difficult to fix the period of its invention as it is to name the 
country where it originated, hence it has been suggested by one 
writer at least that the probabilities are that draughts may have been 
"invented in a dozen places, and then combined with dice;" 
"that the original elements, the combination and 
the various improvements on it, might all occur to separate 
minds." Then, by way of emphasizing his statement, the author 
adds : "It is a well-known fact, which causes much scientific hatred, 
that different people are constantly hitting on and patenting the same 

invention In the spread of games some will recognize 

more of fatalism than of prehistoric intercourse between distant 
peoples ; others, more of prehistoric intercourse than ot fatalism." 

Antiquarians all agree that among the native trih>es of the in- 
terior of New Zealand this game is known and is played there under 
the name of E'?)ni. This fact seems to lend force to the statement 
regarding its great age. It is not asserted, however, that it was in- 
vented by them. 

Taylor, in his essay on ''Historical Games,'' says : "It is a curious 
inquiry what led people to the by no means obvious idea of finding 
.-port in placing stones or pieces on a diagram and moving them by a 

rule The word abax, or abacus, is used both for the 

reckoning-board, with its counters, and the play board, with its pieces, 
whence a plausible guess has been made, that playing on the ruled 
board came from a sportive use of the serious counting instrument." 



CHECKERS. 5 

Among the innumerable varieties of draught games played the world 
over is the very elaborate Chinese one called PVei-chi, or " 'game of 
circumvention,' the honored pastime of the learned classes." In this 
variety the object is to take the enemy by surrounding him by four of 
his adversary's men, thus making what is called an "eye.'* This 
seems to show that the game belonged historically to the same group 
in the simpler classic draughts, where the 7)ia}i is taken between two 
opponents ; but does not help to show in any way, however, that it 
originated in the land of the " Celestials^" or among the classics. 

There are several theories as to what the "sacred line," or, as 
sometimes called, "sacred barrier, " was in the Greek game named 
Five Lines, and mentioned by Sophocles. 

No one seems to have arrived at a very distinct conclusion regard- 
ing it ; but it is generally assumed, however, to be connected with 
some phase of the table game known as /'^j-j-^z'^ which is similar to 
draughts. In looking further into the numerous mentions of ihe 
many varieties of the pastime, it appears that in the one known as 
Plinthion or Folis, the pieces, or " dogs," were half of one color 
and half of another, and were moved on the squares of the board, 
the game consisting in the effort and success of getting one of one 
color between two of the other, thus taking or capturing the enemy. 

It is not possible at this late date to reason out the exact rules of 
the classic game, but research shows that one very like it still exists 
and is played to-day by the donkey-boys at Cairo. 

Of this we shall speak more at length later. 

Judging from certain passages of Ovid's, one of the varieties of the 
Roman games of Latriinculi was evidently of the same family. Note, 
for instance, where he says: "Cum medius gemino calculus hoste 
perit, " which refers to the stone being taken between two enemies 
a few lines further on he speaks of "the little table with its three 
stones, where the game is, continuasse stias,'' i.e., "to put the men 
into a line" — a species, says Tylor, of the childish pastime known as 
tit-tat-to. 

In Latrunculi the men were moved diagonally, " capturing by leap- 
ing over and obtaining superior power when they arrived at the fur- 
therest row of squares," the board consisting of only sixteen squares. 

Another form of the pastime, which Strutt in his " English Spo?ts 
and Pastimes" describes, is one known as "The Philosopher's 
Game." 

He obtained his account of it from an old MS. in the Sloanian 
Library in the British Museum. By some it is said to have been in- 
vented by Pythagcras, by others to be of still more ancient origin. It 
is called a "number fight," says the writer of the account, because 
its men fight and stand together by the art of counting or numbering 
how one may take his adversary's king and erect a triumph upon the 
deficiency of his calculation. 



CHECKERS. 



The author continues : "You may make your triumph as well with 
your enemy's men taken as with your own not taken." 

The Ijoard or table for playing this game is made in the form of 
a parallelogram, just as long again as it is broad ; it is divided into 
eight squares one way, and apparently sixteen the other, looking like 
a cliess-board fastened together. 

The draughts (checkers) are l)lack and white, and two persons only 
can properly play the game at one time. Each one receives twenty- 
four soldiers, which constitute his army (^hoste in the original), and 



No. IV. 



289 


69 


.81 


25 



9 \( \i^^^\ i'li) 



155 


91 


'\h 


15 




(S)Qf ley H 

00fOf2 



one of them is called the Pyramis, or King; one-third of these pieces 
are circular, which form two rows in front of the army ; one-third are 
triangular, and are placed in the middle ; another, and the last third, 
are square, and bring up the rear. One of the "men" placed in the 
fifth row is the Pyramis. As already stated, the men of the two sides 
are distinguished by being black and white respectively, and each one 
is marked with an appropriate numl)er. 

The board is long enough to permit of the pieces of both sides 
being placed as on a draughts-board, i. c, the black and white 



CHECKERS. 



facing each other, the circular pieces coming together in the centre. 
Sometimes curious signs or algebraic figures, called "cossical sign- 
ings," were added, thus increasing the intricacy of the game. The 
side (or army) presenting a front of even numbers was called the even 
hoste, and the other the odd hoste. 

The two armies, at the beginning, were drawn up in the order rep- 
resented on page 6. 

Strutt is unable to give an outline even of the method of playing 
the game, for, according to him, the author of the account is "ob- 
scure in his phraseology and negligent in his explanations." 

Strutt assumes, however, and doubtless is right, that the main ob- 
ject of each player was to take the king from his opponent, " because 
he who succeeds may make his triumph and erect his trophy." 

In his "Anatomy of Melancholy," Burton speaks of it, calling it 
the Philosophy Game, and expresses his views thereon, somewhat 
after this fashion: ". . . . it is not convenient for students," and 
adds, "the like I say of Dr. Fulk's Metro/iiachia and his Otiroiiojiia- 
chia, with the rest of those intricate, astrological and geometrical 
fictions, for such as are mathematically given and other curious 
games." 

No. V. 







a 
a 




b 


b 





SEE'GA. 

It may be mentioned parenthetically that Dr. Fulk was a Cam- 
bridge man, and the book alluded to by Burton was published in Lon- 
don in 1566. 

In an interesting work by A. W. Lane, entitled "Modern Egypt- 
ians," we have descriptions of the various customs, amusements, etc., 
of that people, and among these latter draughts, or, in the native, 
da' VI eh, is mentioned, and certain varieties of the game discussed at 
length. 



O CHECKERS. 

He tells us that many of the fella'hhee'n of Egypt frequentlyamu.se 
themselves with a game called that of the see'ga, which may be de- 
scribed in a few words. 

The see'ga used in this game is different from that of the ta'b. It 
consists of a number of holes, generally made in the ground, usually 
of five rows of five holes each, or seven rows of seven holes each; or, 
finally, nine rows of nine holes each. The first is called kJnimsa^wee 
see'ga; the second, seh'a'wee, and the third, tis'a'ivee. 

A khunisa 'luec see' ga is represented on page 7. 

The holes are called 'oyoo'n (or eyes) ; in the singular, ey'n. In this 
see'ga there are twenty-five in number. The players have each twelve 
kelbs (pieces of red brick or tile about the size of a walnut) similar to 
those used in tab ("dogs"), the game already described in Home 
Library No. 5 — Backgammon, 

The large see'gas, in like manner, require a suflicient number of 
kelbs to occupy all the 'ey'n save one. One of the players places two 
of his kelbs in the 'ey'n marked, a a; they then alternately place two 
kelbs in any of the 'ey'n of the see'ga. 

All the 'ey'n but the centre one being thus occupied — most of the 
pieces played at random — the game is begun. The player who begins 
moves one of the kelbs from a contiguous 'ey'n into the centre. The 
other player, if the 'ey'n now made vacant be next to any one occu- 
pied by his kelbs, desires his adversary to give him, or open to hjm 
a way; and the latter must do so l^y removing (and thus losing) one 
of his own kelbs. This is also done on subsequent occasions, Avhen 
required by similar circumstances. The aim of each player, after the 
first disposal of the kelbs, is to place any one of his kelbs in such a 
situation that there shall be between it and another of his one of the 
adversary's. Thus, by so doing, he "takes"; and so long as he can 
immediately make another capture by this means he does so, without 
allowing his opponent to move. 

These are really the only rules of the game. Incidentally it will be 
observed that as most of the kelbs are placed at random, foresight is 
requisite in the disposal of the remainder. 

Several see'gas, by the way, have been cut upon the stones of the 
summit of the great Pyramid by Arabs who served as guides to travel- 
ers. 

Of course it is impossible to ascertain just when the see'ga came 
into existence, but it is doubtless the outcome of some very ancient 
game. In Cook's "Third Voyage" it is mentioned that the Sandwich 
Islanders played at a game similar to draughts, and with black and 
white pebbles on a board of fourteen by seventeen squares. It has 
been suggested by one writer on games that if the explorers had spent 
an hour in learning it perhaps we should know to-day whether it was 
the Chinese or the Malay game, or, if neither of these, what it was, 
wlience derived, etc., and thus we might have had a clue, lost to 



CHECKERS. 9 

native memory evidently, as to the "connection of the Polynesians 
with a higher Asiatic culture in the ages before a European ship had 
come within their coral reefs. . ." This same writer goes on to 
say: "If, in comparing Greek draughts and English draughts, we 
were to jump to the conclusion that the one was simply a further 
development of the other this would be wrong, for the real course ap- 
pears to have been that some old draught-game rose into chess, and then, 
again, a lower form of chess came down to be a game of draughts." 

In another place this same writer says: "In modern Europe the 
older games of this class have been superseded by one of a different 
principle. The history of what we call draughts is diclosed by the 
French dictionary, which shows how the men used to be called pious, 
or pawns, till they reached the other side of the board, then became 
dames, or queens." 

Thus, by some the modern game of draughts is recognized as being, 
in fact, "a low variety of chess," in which the pieces are all pawns, 
turned into queens in chess-fashion when they gain the enemy's line. 
It is further stated that the earliest plain accounts of the game are to 
be found in Spanish books of the middle ages, and the theory of its 
development through mediaeval chess problems are worked out by 
that admirable authority on chess, Dr. A. van der Linde, in his 
Geschichte des Schachspiel. 

One scholar has said quite pertinently that draughts is to chess 
what arithmetic is to algebra, and this seems a very fitting definition 
of the distinction between the two games. 

According to some writers draughts does not appear to have been 
played in Europe prior to the aniddle of the sixteenth century and 
has been called by many the " Chess of Ladies." Indeed in foreign 
tongues generally it is thus classed; as, for instance, in French, y^z^ 
des Dames; in German, Damenspiel or Damenbrett; in Italian, // 
Giuco delle Damej in Portuguese, Jago das Damas ; in Turkey and 
Persia, Daaina, while in Gaelic there is one word only for both chess 
and draughts, Taileasg. The Scotch call the draught-board a Dam- 
brod, having adopted the term perhaps from the German. 

Tlie first elaborate and really important treatise on the game was 
published at Paris two centuries and a quarter ago (1668) and was the 
work of a noted professor of mathematics, M. Mallet byname. About 
a hundred years thereafter Mr. William Pryne, also an instructor in 
mathematics, published his famous "Instruction to the Game of 
Draughts," and eleven years later (1767) W. Painter issued his 
" Companion for the Draught Player. " Other essays on the subject 
followed, but none that bore any comparison Math the very able work 
of Joshua Sturges, entitled " The Guide to the Game of Draughts." 
printed first in 1800. In 1835 Mr. Walker re-edited the work and 
since then it has been reprinted, the last publicaiion bea»-ing the date 
of 1892, and edited by Kean, London. 



lO CHECKERS. 

The fact lliat, despite all the modern works on the game, Sturges' 
l)ook still liolds its own at the close of the century in which it first ap- 
peared is praise unneedful of comment or qualification. 

Following the ])ublication of 1800 came one l^y J. Sinclair, and it is 
worthy of note that the author of this treatise was the first of the 
Scottish school of writers and players who have done so much to make 
a popular study of a really scientific diversion. After this appeared 
Drummond's Mork, and in the same year Hay's. . Then, in 1848, An- 
derson's first edition, followed in 1852 by the second, and so on 
through the latter half of the nineteenth century, including the works 
of such noted players and writers as Eowen, Janvier, Robertson, 
Spayth, vScattergood, Berkeley, Dunne and others. 

All capital works these, according to their individual and respective 
methods or treating the game, . /om an historical, literary or practical 
standpoint in turn ; those of the practical and illustrative character 
being, perhaps, the most popular. 

None of these writings, however, solve the question of its inven- 
tion, and we can simply infer from Mallet's book that whatever and 
whenever its origin may have been, it had probably been played more 
or less in Europe a century prior to the composition of his treatise. 

Strutt calls it a "modern invention," and certain it is tHarit was 
not mentioned in the older editions of the Academic des Jctix, nor in 
the Conipleat Gamester. 

Perhaps it was not considered of sufficient importance among the 
Europeans at that period. To-day it has a firm foothold and nothing 
can disturb it. 

Mr. Blackburn, the English chess champion, regards chess, it ap- 
pears, as "a dangerous intellectual vice which is spreading to rather 
an alarming extent." Discussing the matter with Mr. Bardeleben 
some time ago, he said : " . . . . Chess is a kind of mental alcho- 
hol. It inebriates the man who plays it constantly. He lives in a 
chess atmosphere, and his dreams are of gambits and the end of 

games Unless a man has supreme self-control, it is 

better that he should not learn to play chess Draughts 

is a better game." 

Mr. H. C. White, of New York, took up this statement of Mr. 
Blackburn, and while disagreeing with him on many points, for he 
regarded draughts as far more "fascinating," hence more dangerous 
than chess, he said, however, that draughts was " the better game," 
and proceeded forthwith to give his reasons. 

In his statement Mr. White says: ". . . Draughts is a better 
game. . . . It is an olden game. There has been no change in 

it since the building of the Pyramids There are more 

openings in checkers than in chess. . . . Checkers is an exact 

mathematical problem Compare the best chess problem 

you ever saw, consisting of two pieces against two (first position, for 



CHECKERS. II 

instance), and see the difference in the real (not the apparent) depth 

of the game Finally, I assert that it is far easier to 

become a fine chess player than an equally good checkers player." 
Then, after naming some of the famous draughts-players of to-day, 
as, for instance, Barker, Stewart, Freeman, Fleffner, Read, Wiley, 
Jordan, Ferrie and so on, adds : " . . . . There is a far wider 
gap between the good and the best players at checkers than there is 
between the good and the best players in chess. I would rather be 
able to draw a game of checkers with Barker than win a game of chess 
from Steinitz." 

Bayard Taylor has given an account of the game as played in Japan, 
and comparison shows that it was played by the aborigines after the 
Japanese method. It is also played by the natives — as already shown — 
in various parts of China and India, all of which goes to prove that 
it has been, throughout the ages, and in all places, a very popular 
game always. 

In the foregoing pages have been given descriptions of the vari- 
ous forms of the game, from the earliest period to which it can be 
traced until to-day, the ancient and modern ideas regarding it as to 
its actual interest and value in itself, or as compared to chess and 
kindred pastimes. 

The student, however, will decide this question for himself. 



%^ 



12 



CHECKERS. 



Zbc /iDobetn Games. 



Of the varieties of Draughts recognized as standard games and 
played all over the world to-day are the English, Polish, Spanish, 
Italian and Turkish. Taking them up in turn and treating of them 
in their various phases, Ave shall note in them many characteristics 
peculiar to the ancient forms described in preceding pages. 

THE ENGLISH GAME. 

The game is played by two persons occupying positions opposite to 
each other, as shown in diagram No. VI. Each player has twelve 
" men," of adverse colors — black and white or red and white — and 
these are moved on a board of sixty-four squares of alternate colors — 
black and whi'e or red and wdiite. The j^ieces, technically termed 

No. YL 



□ 


D 

m 


°a 


D 


i 


p 




<MH 


^B 


• 




9 




Bl 


HL- 






■ 
■ 

o 

■ 


■ 

o 


IE 


jf 


■ 

O 


■ 

o 

■ 


■ 

o 


°oH 


o^ 


■ o 


Hfo 




o 



/5 


/ 

■ 

9 

1 


■ 

6 

■ 


2 


■ 

7 


^' 


4- 

■ 

/i 

■ 

10. 


/o 




■ 


/6 




/7 

■ 


■ 

^4 


■ 


m 


/9 

■ 


■ 


X-f 


■ 


i 


■ 


■ 

30 


■ 


■ 


17 

■ 


■ 

5Z 


i 



BOARD AiVD MEN. NUMBERED BOARD. 

" men," are circular discs of wood or ivory, not less than one inch nor 
more than one and one-eighth of an inch in diameter. 

One player takes the light men, the other the dark, of course. 

The board is placed in such a position-^the reverse of that in 
chess— that an upper white hand corner is on the right hand of the 
player, which brings the double white square to the lower right-hand 
corner. 

Sometimes the position is changed and the board arranged — the 
double black square at the lower right hand — as in chess ; but the 
first-named method usually prevails, and for the sake of clearness and 
simplicity it will be better to retain this. 



CHECKERS. 13 

According to that eminent authority, Hoyle: "In Scotland the 
black squares are generally played on ; in England the play is on the 
Avhite." His instructions are so clear, and withal, so brief that they 
wi]l be given here. He says : 

"The players may place their men on either the black or Avhite 
(red or white) squares, but the Avhole of them must be placed on 

squares of one color only The operation of the game 

is A'ery simple ; the 'men' are moved always diagonally, never side- 
ways or straight forward, and only one square at a time. If one of 
the enemy's men stand in the way, no move can be effected, unless 
there be a vacant square beyond him, in which case he is leaped 
over, and, being thus taken, is removed from the board. As the 
pieces can only be taken diagonally, and one square at a time, there 
can be no taking until the antagonists have moved their men into 
close quarters, and in pushing the pieces thus cautiously forward at 
the openii>g, consists the chief arts of the game — the grand object 
being to hem in the enemy in such a nvanner that he cannot move his 
men. When the men of either opponent have made their way to the 
opposite end of the board, either by taking or through an open path 
left by preceding moves, they receive increased power ; they are then 
' crowned,' which is performed by placing one of the enemy's captured 
' men on the top of the piece which has penetrated to the enemy's first 
row of squares, and thus ' crowned ' the piece may be moved back- 
wards as well as forwards, but still diagonally only, and one square at 
a time. To get a man crowned is therefore of the first importance, 
as the more pieces either player has thus invested, with the privilege 
of backward or forward movement, the greater are his chances of- 
beating his adversary's men off the board and winning the 
game." 

The directions given above are so distinct and simple, that it will 
be an advantage to the student to carry them in his mind as he pro- 
ceeds deeper into the intricacies of the game. 

Allowing, therefore, as already said, that the board is so placed 
that the double white square is at the lower right hand — the method, 
by the way, which prevails in the continental varieties also — the men 
must be placed as follows : 

At the beginning of the game they are placed on the first three 
rows of white squares of !he board on their respective sides. (See 
illustration No. VI., ist.) 

The manner in which the squares are conveniently numbered, for 
the sake of reference, is shown in No. VI., 2d. 

The player who uses the dark pieces, which must always be placed 
upon the lowest numbered square, makes the first move, and it is the 
custom, therefore, to change pieces every new game, as thus each 
player will have the opportunity in turn to begin. Regarding the 
choice of men at the beginning, that can be decided by mutual 



u 



CHECKERS. 



agreement, or any other method, such as drawing lots, casting dice, 

etc., if preferred. • i. j • , i 

At the risk of repeating information already given with admirable 
conciseness by Hoyle, I shall touch again upon the " method of 
moving," " capturing," etc., hoping by an even fuller explanation to 
impress these details upon the student. 

MOVING. 
A move consists in pushing a man from the square on which it 
stands to another adjacent square which is unoccupied, along the 
white diagonal on which the player's man is posted. The novice 
must be particular to bear in mind that the men can only move for- 
ward, either to the right or to the left, one square at a time, until they 
reach one of the four-squares on the opposite end of the board to that 
from which the start was made. 

No. VII. 



■ 




"'■^" 


X 












D 




D 








■ 


■ 


P 












9 














••■';"'" 




r 
















■ 


■ 
























■ 



* When this is accomplished the men become kings and have then 
the right to move either forward or backward, but still on/j' one square 
at a time. For instance : Black (or red) wishes to move his man 
placed on square lO, and this he may do 1^' pushing it to either 14 or 
15, and when any of his men arrives at 29, 30, 31 or 32 they become 
kings. Likewise, White, in moving, must play along a white diagonal, 
either to right or to left, and in the direction approaching the squares 
I, 2, 3 and 4, on any of which the white piece becomes king. 

CAPTURING. 
The men can take (capture) in the direction in which they arc mov- 
ing by leaping over any hostile piece that is on an adjoining square 



CHECKERS. 15 

provided, naturally, that there he a vacant white square beyond it. 
The captor is placed on the vacant square, and the man taken is re- 
moved from the board. If a number of pieces on forward diagonals 
should be exposed by having oj)en squares behind them, they may be 
taken all together at one capture, and the capturing man is then 
placed on the square beyond the last piece taken. 

Example: A White man is placed, as shown in diagram on page 14 
(No. 7), on square 25, and could capture Black (or red) men on 22, 14 
and 6 in a zig-zag line, or on 22, 15, 8; or, still again, on 22, 15 and 7, 
provided, of course, as seen by this cut, a vacant space should be be- 
hind each of them. 

HUFFING. 

When a player neglects, through oversight or otherwise, to avail 
himself of an opportunity to take a man, his adversary has three 
alternatives: I. He may allow the move to "hold good." 2. He 
may make the plaj'er in fault capture the man or men en prise — 
that is, liable to be taken. 3. He \ViZ.y huff — that is, remove from the 
board the piece which could have made the capture, but failed to do so. 

Example : Black is obliged to begin by moving one of the pieces 
placed on 9, 10, 11 or 12. He moves the man from 11 to 15 and 
White responds by moving his man from 22 to 18. Black can capture 
White by leaping his piece from 15 to 22, and remove the man thus 
taken off the board. Should Black, however, not capture White, but, 
on the contrary, move in a different direction, say from 12 to 16, he 
is liable to be huffed, that is. White may remove from the board the 
man with which Black ought have made the capture, as a penalty for 
not having done so. 

Again, White may, if he prefers, leave the offending man on the 
board without requiring a penalty, or he may oblige Black to replace 
the piece played to 16, and play from 15 to 22, and thus capture the 
white piece on 18. 

When one player "huffs " the other, rather compelling the capture, 
he does not put back the man his opponent moved in error, but 
simply removes the one huffed from off the board, and then plays his 
own move. In draught language it is called huffing and vioving. 

Another example of huffing is worth citing here : A W^hite man 
is placed on 28, and three Blacks on 24, 15 and 6, or 24, 16 and 8, 
with unoccupied intervals ; he may take all three and make a king, 
or be huffed for failing to capture them all. Frequently a novice 
will take one piece and overlook a second or third man which is en 
prise. 

A player having the right to huff must do so before he moves, or 
else he forfeits said right during that turn ; if, however, his opponent 
again neglects to capture the man en prise, he can exact the penalty 
when his turn comes round again. 



k 



l6 CHECKERS. 

When a player can take a piece in more than one way, he may 
choose which he prefers, notwithstanding that he may take three men 
in one way and only one in another. 

KING. 

When a piece belonging to either of the players reaches one of the 
squares farthest from his own end of the board, whether it be by 
moving or taking, he is, as already shown, made a king ; that is, 
another man of the same color is placed on him, an operation called 
" crowning him." 

A king can move forward or backward, keeping, naturally, on the 
white diagonals. A king, like any other piece, can capture any 
number of pieces which are eii prise, and also is quite as likely to be 
huffed for not doing so. 

Example : White, by reaching one of the black squares on his 
opponent's side of the board — let us say No. 2 — would gain a king, and 
on next having the move, and the black pieces (kings or men) being 
conveniently placed on 7, 16, 24, 23 and 14, with, of course, the 
intervening blank square, he could take them all ^\ith one move, 
remaining himself at g. 

The man, on arriving at one of the extreme squares and being made 
a king, finishes the move, and cannot take any piece which may be 
en prise. 

He is obliged to first wait for his opponent's move, and should the 
latter omit to remove or fortify an exposed piece it may then be cap- 
tured. 

The game is won by the player who can first succeed in taking or 
blocking up all his antagonist's men, so that he has nothing left to 
move. When the pieces are so reduced that there remains on the 
board but a very small number to each player^ and these being equal 
on either side, neither one or the other can hope to gain anything de- 
cided from his opponent, the game is given up as drazvn. If this were 
not done, and should each side have one or two kings, the game could 
be prolonged indefinitely, with the same hopeless possibility of natural 
ending as when tlie pieces were first being resolved into the position 
in question. 

HINTS AND GENERAL RULES. 

I. A player should never touch a man until he has decided to move it. 

II. A piece should never be moved without a motive. The ques- 
tion, "What will be the result of such and such a move?" should be 
kept in the mind and applied at every stage of the game. An effort 
to answer it by the mental calculation of the efTect of any and every 
plausible move at the point under discussion will be found of great 
advantage, although in the beginning it will doubtless seem very 
irksome. 



CHECKERS. 17 

III^ The student must accustom himself to playing slowly at first, 
and, when possible, playing with people who are willing to allow an 
unconditional time for consideration of a difficult position, rather than 
with people who insist upon the strict observance of the law. 

IV. When a player has gained an advantage in the number of his 
men he will increase the proportion by exchange. In forcing them, 
however, he must be careful not to injure his own position. 

V. The player must keep strictly to the laws of the game at all 
times and oblige his adversary to do the same, as otherwise the game 
would be too trivial for serious consideration. 

VI. The student should always play with fine players rather than 
those with whom he can win, and he should, moreover, take every 
chance he can of looking on when good players are engaged at it. 

VII. A player should never engage with a player better than him- 
self without offering to take svich odds as he may wish to give. If, on 
the contrary, the player finds himself so superior to his adversary that 
he can get no amusement out of the game when played on even terms, 
he should offer him odds, and if he declines, cease playing with him. 
The stronger player should always give odds, thereby making the 
game equally interesting to both. 

VIII. The player should never touch the squares with his fingers 
when calculating, nor let his hand hover over the board. He should 
avoid, also, incessant talking during the progress of the game, and 
avoid any display of impatience if his adversary happens to be slow in 
deciding upon a move. 

Finally, he must bear in mind and try and practice always what are 
termed the three golden rules to be observed in all games of calculation: 
First — Avoid all l:)oasting and loud talking about his skill. 
Second — Lose with good temper. 
Third — Win with silence and modesty. 



l8 CHECKERS. 



Ube %a\v5 ot tbe (3ame» 



I. The standard board shall be of light and dark squares, not less 
than fourteen inches nor more than fifteen inches across said squares. 

II. The standard pieces, technically called men, and generally de- 
scribed as White and Black, must be light and dark (for instance, 
White and Red or White and Black), round in shape, not less than 
one inch nor more than one and one-eighth inches in diameter. 

■ III. The board must be so placed that the bottom corner square on 
the left hand shall be black, 

IV. The men shall be placed on the black squares, (See Laws III. 
and IV.) After substituting the word White for Black these two laws 
become binding upon the players of any place where it is customary 
to play on the White Squares. 

[Author's Note. — Throughout this treatise the white squares will 
be used to play on.] 

V. The Black men shall invariably be placed upon the real or sup- 
posed first twelve squares of the board ; the White, upon the last 
twelve squares. 

VI. Each player shall play alternately with White and Black men, 
and lots shall be cast for the color only once, viz., at the beginning of 
the play, the winner to have his choice of playing with Black or White. 

VII. The first play must be invariably made by the person having 
the Black men, and that alternately until the end of the play. 

VIII. Time. — At the end of five minutes (if the play has not been 
previously made), time must be called by the person appointed for 
that purpose, in a distinct manner, and if the play be not completed 
on the expiring of another minute, the game shall be adjudged to be 
lost through improper delay. 

IX. When there is only one u<ay of taking oie or more pieces, time 
shall be called at the end of one minute, and if the play be not com- 
pleted on the expiring of another minute, the game shall be adjudged 
to be lost through improper delay. 

X. Either player is entitled, on giving intimation, to arrange his 
own or opponent's men properly on the squares. After the move has 
been made, however, if either player touch or arrange any piece with- 
out giving intimation to his adversary, he shall.be cautioned for the 
first offence and shall forfeit the game for any subsequent acts of the 
kind. N. B. — Anderson's Clause lo reads as follows : 

"After the first move has been made, if either player arrange any 



CHECKERS. ig 

piece without giving intimation to his opponent, he shall forfeit the 
game ; but if it is his turn to play, he may avoid the penalty by play- 
ing that piece, if possible." (It is in deference to the general opinion 
that this law is unreasonable and unnecessarily harsh, that McCulloch's 
amendment has been substituted.) 

XI. After the pieces have been arranged, if the person whose turn 
it is to play touch one, he must either playzV or forfeit the game. 
When the piece is not playable, he forfeits according to the preceding 
law. 

XII. If any part of a playable piece be played over an angle of the 
square on which it is stationed, the play must be completed in that 
direction. 

XIII. A capturing play, as well as an ordinary one, is completed 
whenever the hand has been withdrawn from the piece played, even 
although one or more pieces should have been taken. 

XIV. The Huff or Blow is to remove from the board, before one 
plays one's own piece, any one of the adverse pieces that might or 
ought to have been taken ; but the Huff or Blow never constitutes 
a play. 

XV. The player has the power either to huff, compel the take or 
let the piece remain on the board, as he thinks proper. 

XVI. When a man first reaches any one of the squares on the 
opposite extreme line of the board it becomes a king, and can be 
moved backwards or forwards as the limits of the board permit, 
though not in the same play, and must be crowned (by placing a man 
on top of it) by the adversary. If he neglects to do so and play, any 
such play shall be put back until the man be crowned. 

XVII. Either player making a false or improper move shall in- 
stantly forfeit the game to his adversary without another- move being 
made. 

XVIII. When taking, if either player remove one of his own men, 
he cannot replace it, but his opponent can either play or insist on his 
replacing it. 

XIX. A draw is when neither of the players can force a win. When 
one of the sides appears stronger than the other, the stronger party is 
required to complete the win, or to show at least a, decided advantage 
over his opponent within forty of his own moves — to be counted from 
the point at which notice was given — failing in which, he must 
relinquish the game as a Draw. 

XX. Any thing tending to either annoy or distract the attention of 
the players is strictly forbidden ; such as making signs or sounds, 
pointing or hovering over the board, unnecessarily delaying to move 
a piece touched, or smoking. Any principal so acting, after having 
been warned of the consequences and requested to desist, shall forfeit 
the game. 

XXI. While a game is pending, neither player is permitted to 



20 CHECKERS. 

leave the room without giving a sufficient reason or receiving the 
,other's consent or company. 

XXII. Either player committing a breach of these laws must sub- 
mit to the penalty, and his opponent is equally bound to exact the 
same. 

XXIII. Any spectator giving warning, either by sign, sound or 
remark on any of the games, whether played or pending, shall be 
expelled from the room during the match. 

XXIV. Should any dispute occur, not satisfactorily determined by 
the preceding laws, a written statement of facts m.xx'-.i be sent to a dis- 
interested arbiter having a knowledge of the game, Avhose decision 
shall be final. 

NAMES OF GAMES, OR OPENINGS, AND HOW FORMED.* 

The first step toward a thorough comprehension of Draughts is to 
have the "openings" at one's " fingers' ends," so to speak, These 
will be summed up under their respective titles, and an illustrative 
game given. Space does not permit of giving the several variations 
which suggest themselves, but the one example in turn will suffice to 
indicate the manner of play. There is an asterisk against each move 
that makes a capture, and the disposition of the men at the end of the 
game is also noted. 

N.B. — To play over the games and problems hereafter given, the 
student must number the white squares on his draught board from i 
to 32, and bear in mind that the Black men should occupy the first 
twelve squares. 

In regard to any games which the student may wish to reverse, let 
the following instructions (as given by Hoyle) be noted: "Write 
down those figures required to make the numbers played ' from and 
to' exactly 33, as in the example shown below." 

The game is begun by Black moving ii to 15 ; and as 22 added to 
II and 18 to 15 each form 33, set down 22 — 18, which, in reversing 
the game, must be White's first move. By acting in a similar man- 
ner the game will be completely reversed. 





ORIGINAL 


GAME. 


THE 


SAME REVERSED. 




Black. 




White. 




Whitk. 


Bl,ACK. 


Move. 


From To 




From To 


Move. 


From To 


From To 


1 


11—15 




23—18 


1 


22-18 


10—15 


. 2 


8—11 




27—23 


2 


25—22 


6—10 


3 


4- 8 




23—19 


3 


29—25 


10—14 


4 


9—14 




18— 9 


4 


24—19 


15-24 


5 


5-14 




22-17 


5 


28—19 


11—16 


6 


15—18 




26-22 


6 


18—15 


7-11 


7 


11—15 




17-13 


i 


22—18 


16-20 


8 


7—11 




31—20 


8 


26—22 


2- 7 


■ 9 


18-23 






9 


1.5—11 






Black wins. 






White wins. 





♦The tables of games given are from Berkeley's ample treatise. 



CHECKERS. 



21 



THE SINGLE CORNER OPENING. 





REVERSED. 




Move. 


Black. 


White. 


1 



3 


22—18 

18—11* 

25-22 


11—15 
8-15* 
4— 8 



Move. Black. White. 

1 11—15 22—18 

2 15—22* 25—18* 

3 8—11 29—25 
Remark — This is by no means a good defense for White (second player), as should 

Black plaj^ as given above he ought to win in nearly every case. 

The "Single Corner" is so named from the fact of each of these 
moves being played from one single corner towards each other. 

GAME. 
The position of the men is as follows 



Black- 


-2, 11, 15, K-18, 19. 




White- 


-K-5, 9, 20, 24, 26. 




Move. 


Black. 


White. 


Move. 


Black. 


White. 


1 


11—15 


22—18 


14 


3- 7 


3—25 


2 


15—22* 


15—18* 


15 


6— 9 


13— 6* 


3 


8-11 


29-25 


16 


1—10* 


22—13* 


4 


4- 8 


25—22 


17 


14—18 


23 -14* 


5 


12—16 


24—20 


18 


16— 30**K 


25—21 


6 


10—15 


21—17 


19 


10—17 


21—14* 


7 


7—10 


27—24 


20 


30—25 


14— 9 


8 


8—12 


17—13 


21 


25—22 


9- 5 


9 


9—14 


18—9* 


22 


22—18 


31—26 


10 


5—14* 


24—19 


23 


11—15 


5— IK 


11 


15—24* 


28—19* 


24 


12—16 


13- 9 


12 


14—17 


32—27 


25 


16—19 




13 


10—14 


27—24 


26 


Black Wins. 





MAID O' THE MILL OPENING. 
The " Maid o' the Mill Opening," so named in compliment to a 
miller's daughter in Lanarkshire, who was a capital player and liked 
especially this opening. 

GAME. 
OPENING. REVERSED. 



Move. 



Black. 



White 



Move. 



White. 



1 11—15 22—17 1 22—18 

2 15—18 23—14* 2 _ 18—15 
Remark — A safe defense, as the game generally ends in a draw. 

GAME. 

MoVe. Black. White. Move. Black. 

1 11—15 22—17 13 18—27* 

2 15—18 23—14 14 6—13 

3 9—18* 17—13 15 13—22* 

4 8—11 26—23 16 27— 32K 

5 10—14 24—20 17 32—27 

6 11—15 28—24 18 5— 9 

7 4—8 30—26 19 9—13 

8 8—11 26—22 20 1—5 

9 3—8 32—28 21 2— 7 

10 7—10 24—19 22 7—11 

11 15—24* 28—19* 23 27—23 

12 _ 11— ISvar- 27—24 Drawn. 
The position of the meo is as follows: 

Black— 5, 10, 11, 12, 13, 14, K-23. White— K-7, 19, 20, 21, 22, 24, 31. 



Black. 

11—16 

10—19* 



White. 
13— 9 
22—17 
25— 4*** K 

4— 8 
29—25 
25—22 

8—11 
11— 8 

8— 3 

3- 7 



22 



CHECKERS. 



THE CROSS OPENING. 

So named because the second move is played across the direction 
of the direction of the first. 





OPENING. 






REVERSED. 




)ve. 


Black. 


White. 


Move. 


White. 


Black. 


1 
2 


11—15 
8—11 


23—18 
27—23 


1 
2 


22—18 
25—22 


10-15 
6—10 



Remark — This opening cannot be said to be favorable to White (second plaj-er), 
as Black, even if he play badly in the early part of the game, can, neverth'ile.'^s, 
draw. Black should play, however, 11 — 16 and not 4 — 8 at his third move, as, 
should he play the latter, the game will result in a draw. 

GAME. 



Move. 


Black. 


White. 


Move. 


Black. White. 


1 


11—15 


23—18 


7 


8—11 29—25 


2 


8—11 


27—23 


8 


10—14 19—15 


3 


11—16 


18—11* 


9 


3— 8 22—17 


4 


16-20 


24—19 


10 


20—24 17—10* 


5 


7—16* 


22—18 


11 


16—20 


6 


4- 8 


25-22 




Black wins. 



The position is : 
Black— 1, 2, 5, 6, 8, 9, 11,^12, 20, 24. White— 10, 15, 18, 21. 23,25, 26,28, 30, 31,32. 

THE OLD FOURTEENTH OPENING. 

So named through being known to players as the fourteenth game 



in Sturges' original work. 
OPENING. 
Move. Black. White. 



11—15 
8-11 
4— 8 



23—19 
22—17 
17—13 



Move. 

1 
2 
3 



REVERSED. 

White 

22—18 
25—22 
29—25 



GAME. 



Move. Black. White. [ Move. Black. 

1 11—15 23—19 10 2—9* 

2 8—11 22—17 11 9—13 

3 4—8 17—13 12 3— 8 

4 15—18 24—20 13 14—23* 

5 11—15 28—24 14 15—18 

6 8—11 25-22 15 13-22* 

7 18—25* 29—22* 16 1—10* 

8 9—14 27—23 17 10—17 

9 6—9 13— 6* White wins. 
Remark — At his third move White should play 17—13, although 25 

means a bad move. Again, White at his sixth move should play 25- 
26 — 22, as, if he should move the latter, he will most probably lose the ga 
The position is : 

Black— 5. 7,8, 11, 12, 22. White— 14, 19, 20, 24, 30, .32. 

GLASGOW OPENING. 
It has generally been known by this name since Sinclair 
gow, played it against Henderson at their match in Ha 
1828. 



Black. 
10-14 
11—16 
16—20 



White. 

22—17 

26—22 

23—18 

31—27 

22— 6** 

27—18*. 

18—14 

21—14* 

■22 is b}' no 
22, and not 
me. 



, of Glas- 
milton in 







CHECKERS. 








OPENING. 






REVERSED. 




ove. 


Black. 


White. 


Move. 


White. 


Black 


1 
2 
3 


11—15 

8—11 

11—16 


23—19 
22—17 
24—20 


1 
2 
3 


22—18 
25—22 

22—17 


10—14 

11—16 

9—13 



23 



Remark — This opening is a variation of the the Old Fourteenth, made by the first 
player playing 11 — 16 at his third move, and it is a fairly good one for him if 
he plays 16—20 and not 4 — 8 at his eight move. 

GAME. 



:\rove. 


Black. 


White. 


Move. 


Black. 


White. 


1 


11—15 


23—19 


11 


4— 8 


24-19 


2 


8-11 


22-17 


12 


8—11 


30—26 


3 


11—16 


24—20 


13 


11—16 


17—13 


4 


16—23* 


27—11** 


14 


2- 7 


22—18 


5 


7—16 


20—11* 


15 


14—17 


21—14* 


6 


3— 7 


28—24 


16 


10—17* 


25—21 


7 


7—16* 


25—22 


17 


6-10 


21—14* 


8 


16—20 


29—25 


18 


10—17* 


18—14 


9 


20 -27* 


31—24* 


19 


17—21 


19—15 


10 


9—14 


26-23 




Drawn. 





The position is : 

Black— 1, 5, 7, 12, 16, 21. White— 13, 14, 15, 23, 26, 32. 

THE LAIRD AND LADY OPENING. 

So called from having been the favorite game of Laird and Lady 
Caster, whose home was in Cambusnethan, Lanarkshire. 





OPENING. 






REVERSED. 




Move. 


Black. 


White. 


Move. 


White. 


Black. 


1 
2 
3 


11—15 
8—11 
9—13 


23—19 
22—17 
17—14 


1 
2 
3 


22—18 
25—22 
24—20 


10—14 
11—16 
16—19 



Remark This is another variation from the Old Fourteenth Opening. 

GAME. 



[ove. 


Black. 


. 1 


11—15 


2 


8—11 


3- 


9—13 


4 


10—17* 


5 


15—18 


6 


13-17 


7 


4— 8 


8 


6— 9 


9 


1— 6 


10 


9-13 


11 


6—1.5* 


12 


11—15 


13 


8—11 


14 


18—25* 



White. 

23—19 

22—17 

17—14* 

26—23 

19—15 

23—19 

24—20 

28—24 

15-10 

19—10* 

31—26 

25—22 

29—22* 



Move. 
15 
16 
17 
18 
19 
20 
21 
22 
23 
24 
25 
26 
27 



Black. 

11—16 
7—16* 

17—26* 

16—23* 

13—17 

17—22 

22-26 

26— 31-K 

31—26 

26—22 

22—18 

18— 9* 
3— 7 
Dravrn. 



White. 

20—11* 

26—23 

23—19 

27—11** 

80—23* 

23—19 

11— 8 

8— 4-K 

4— 8 

8—11 
32—28 
10— 6 



The position is : 

Black— 2, 5, 7, K-9, 12. White— 6, K-11, 19, 24, 28. 



24 



CHECKERS. 



THE FIFE OPENING. 

Thus called since 1847, when Wyllie, from Fifeshire, played it 
against Anderson. 





OPENING. 






REVERSED. 




Move. 


Black. 


White. 


Move. 


White. 


Black 


1 
2 
3 


11—15 
9—14 
5— 9 


23-19 
22—17 
26—23 


1 
2 
3 


22-18 
24—19 

28-24 


10-14 

11—16 

7—10 



Remark — This opening Is not particularly favorable to White (second player), 
but if he plays correctly he should make a draw. 

GAME. 



Move. 


Black. 


White. 


Move. 


Black. 


White 


1 


11—15 


23—19 


13 


5— 9 


31—26 


2 


9—14 


22—17 


14 


9—14 


26—22 


3 


5— 9 


26—23 


15 


14—21* 


23—18 


4 


9-13 


30—26 


16 


21—25 


27-23 


5 


13-22* 


25— 9* 


17 


15-19 


23-16* 


6 


6-13* 


29—25 


18 


11—27 


32—23* 


7 


8—11 


25—22 


19 


25— 30K 


22—17 


8 


4—8 


22—17 


20 


30—25 


28—14 


9 


13-^22* 


26-17* 


21 


8-11 


18—14 


10 


1— 5 


17—13 


22 


25—21 




11 


2— 6 


21—17 




Black wins. 




12 


12—16 


19-12 









The position is : Black— 3, 6, 7, 10, 11, K-21. White— 12. 13, 14, 17, 23, 24. 

Note — If White plays 17 — 14 at thirternth move, or 24 — 19, he still loses; but if he 
plays 24—20 the game ought to result in a draw. If White at his eleventh move 
plays 24 — 20 instead of 21 — 17, as given above, he will obtain a draw, unless Black at 
fourteenth move p!ays 5 — 9 instead of 8 — 11, which will result in a win for Black. 

WILL O' THE WISP OPENING. 
This was so named by Mr. G. Wallace, of Glasgow, from the pecu- 
liarity of some of the variations, where the player discovers by his 
loss that he has been pursuing an ignis fatuus. 



Move. 
1 
2 
3 

Remark- 



opening. 

Black. 
11—15 

9—13 

6— 9 



White. 
23-19 
26—23 
22—18 



Move. 
1 
2 
3 



REVERSED. 

White. 
22—18 
24—20 
27—24 



Black. 

10—14 

7-10 

11—15 



-This opening is favorable to White, so if he plays 26 — 23 at his second 
move he should draw the game ; but if he plays 21 — 27 he loses it. If Black, on the 
other hand, plays 8 — 11 instead of 6 — 9 he should lose the game. 

GAME. 

White. 

31—27 

27—18* 

24—20 

30—26 

.32—27 

27—24 

26—19* 

20—11* 

Drawn. 

The position is : Black— 1, 2, 12, 13, 23 



ove. 


Black. 


1 


11—15 


2 


9—13 


3 


6— 9 


4 


15—22* 


5 


8—11 


6 


9—14 


7 


5—14* 


8 


14—23 


9 


10—15 



White. 


Move. 


Black. 


23—19 


10 


7—23* 


26—23 


11 


12—16 


22-18 


12 


4- 8 


25—18* 


13 


16—1!) 


29—25 


14 


3— 7 


18— 9* 


15 


8—12 


23—18 


16 


19—23 ■ 


27—18* 


17 


11—16 


19-10 


18 


7-23** 


, 12, 13, 23. 


White— 18, 2 


1,24,25,28 



CHECKERS. 



25 



THE DEFIANCE OPENING. 

So called because it defies or prevents the formation of the Fife 
game. 





OPENING. 






REVERSED. 




Move. 


Black. 


White. 


Move. 


White. 


Black. 


1 
2 
3 


11—15 
9—14 
8-11 


23—19 
27—23 

22-18 


1 
2 
3 


22—18 
24—19 
25—22 


10— 4 
6—10 

11- 5 



Remark — This ought to prove a safe defense for While (second player) should he 
play 27 — 23 at his second move, but this opening is not often played. Black should 
carefully avoid playing 22 — 17 at his third move. 

GAME. 



jve. 


Black. 


White. 


Move. 


Black. 


White. 


1 


11—15 


23—19 


10 


4- 8 


32—29 


2 


9—14 


27—23 


11 


17—22 


26—17* 


3 


8-11 


22—18 


12 


13—22* 


15—10 


4 


15—22* 


25— 9** 


13 


7—14 


18— 9* 


5 


5-14* 


29—25 


14 


11—16 


23—18 


6 


6- 9 


25-22 


15 


8-11 


9- 5 


7 


9-13 


22-18 


16 


3- 7 


18—14 


8 


14—17 


21—14 


17 


2- 6 


27—23 


9 


10—17* 


19—15 


18 


6—10 


14— 9 



The game is drawn and the position is : 

Black— 1,7, 10, 11, 12, 16, 22. White— 5, 9, 23, 24, 28, 30, 31. 

THE DOUBLE CORNER OPENING. 

So named from its first mover (g — 14) being from one double corner 
to another. 



Move. 


Black. 


White. 




Move. 


White. 


Black. 


1 
2 


9—14 
5- 9 


22—18 
25—22 




1 

2 


24—19 

28—24 


11—15 
8—11 








OR, 






Move. 


Black. 


White. 




Move. 


White. 


Black. 


1 
2 
3 


9—14 

11—15 

5—14 


22—18 
18- 9 
23—19 




1 
2 
3 


24—19 

22—18 
28-19 


11—15 
15—24 
10—14 



. Remark — This opening is extremely likely to end in a draw, as the player who 
chooses the opening has to fall into error twice before he loses the game. 

GAME. 



ove. 


Black. 


White. 


Move. 


Black. 


White. 


1 


9-14 


22—18 


8 


14—18 


27—23 


2 


11—15 


18— 9* 


9 


18—27 


32—23* 


3 


5—14* 


23-19 


10 


11—16 


24—20 


4 


6— 9 


25—22 


11 


15—24 


20—11* 


5 


9-13 


22—17 


12 


7—16 


28—19* 


6 


13—22* 


26—17* 


13 


10—15 


19—10* 


r. 
( 


8—11 


29—25 


14 


2- 6 


Drawn. 



Th ^ position is : 

Black -1,3,4,6, 12, 16. White— 10, 17, 21 , 23, 25, 30, 31. 



26 



CHECKERS. 



THE SECOND DOUBLE CORNER. 
This is named, like the preceding variation, Ijecause the first move 
of the secon(/ -player is from the one double corner toward the other. 
OPENING. REVERSED. 



Move. 


Black. 


White. 


Move. 


Black. 


White. 


1 


11—15 


24—19 


1 


28-18 


9—14 


2 


15—25 


28-19 


2 


18- 9 


5—14 


3 


8—11 


22-18 


3 


52—22 


11—15 



Remark. — This is by no means a good opening for White, or second plaj'er, as, 
should he fall into the error of playing 27 — 24 instead of 30 — 25 at his fifth move, or 
26 — 22 instead of 21 — 17 at his tenth move, he will lose the game ; and the best that 
can happen to him is for the game to be drawn. 

On the other hand, Black, or first player, has several options throughout the game, 
none of which should alter the result. 

GAME. 

White. 

24—19 

28—19* 

22—18 

25—22 

30—25 

22—17 

17—10* 

32-28 

28—19* 

21—17 

17—13 

18- 9* 

26—22 
The game is drawn and the position is : 
Black— 11, 12, 16, 20, 22. White— 13, 15, 18, 23, 27. 

THE AYRSHIRE LASSIE OPENING. 



Move. 


Black. 


1 


11—15 


2 


15—24* 


3 


8—11 


4 


10—14 


5 


11—16 


6 


4— 8 


7 


16—20 


8 


6—24** 


9 


8-11 


10 


11-16 


11 


7—10 


12 


9—14 


13 


5-14* 



Move. 


Black. 


White. 


14 


3- 8 


13— 9 


15 


8-11 


22—18 


16 


14-17 


25—21 


17 


17-22 


21-17 


18 


22—26 


31—22* 


19 


1— 5 


9- 6 


20 


2— 9* 


17—13 


21 


9—14 


18— 9* 


22 


5—14* 


22—18 


23 


14-17 


29—25 


24 


17—22 


18—14 


25 


10—17* 


25—18* 


26 


14—22 


19-15 



Move. 
1 
2 
3 



OPENING. 

Black. 

11—15 

8-11 

15—22 



White. 
24-20 
22— 8 
25—18 



Move. 
1 
2 
3 



REVERSED. 
Black. 
22—18 
25—22 
18—11 



White. 

9—13 
11—15 

8—15 



REMARK^This is a good defence for White (second player), as, should he play 
well, the game ought to result in a draw ; whereas if Black makes a mistake at his 
seventh move by playing 9 — 13 instead of 7 — 10 White ought to win. 



GAME. 



Move. 



Black. 



White. 



Move. 



Black. 



White. 



1 


11-15 


24—20 


13 


1.5—18 


22—15* 


2 


8—11 


22—18 


14 


11—18* 


32—28 


3 


15—22 


25—18* 


15 


2- 7 


30—25 


4 


4- 8 


29—25 


16 


7—11 


2.5—21 


5 


10—15 


25—22 


17 


18—22 


26—17* 


6 


12—16 


21—17 


18 


11—15 


20—16 


7 


7-10 


17—13 


19 


15—18 


24-20 


8 


8-12. 


28—24 


20 


18—22 


27—24 


9 


9-14 


18— 9* 


21 


22—26 


19—15 


10 


5—14* 


23-19 


22 


12—19* 


13— 9 


11 


16-23* 


26—19* 


23 


6—22** 


15— 6* 


12 


3— 8 


3a-26 


24 


1—10* 


24— 6* 



The game is drawn and the position is : Black— 8, 14, 22, 26. White— 6, 20, 21, 9( 



CHECKERS. 27 

The above twelve illustrations will give the student a practical 
insight into the various "openings," and are sufficient in number to 
show him something of the varieties possible therein. To these we 
may add the "Dyke," the "Souter," the "Whilter," "No Name 
Opening," "Nondescript Opening," etc., all very intetesting and 
treated of at length in the various publications. 

THE "MOVE" AND ITS CHANGES. 

(The " Great Secret.") 

Assuming that the student has mastered the first principles of the 
game, there remains still a very important factor to be considered ; to 
have it is success, without it a failure. It is essential, therefore, to 
be able to discover at all stages of the game which player has the 
" move." 

The first step is to be able to discover, at any stage of the game, 
which player has possession of this very important factor, as it is con- 
stantly passing from one to the other as the pieces are exchanged and 
removed from the board. There are several methods for doing this, 
but the most simple is to divide the board into two systems of squares, 
consisting of four columns each, viz., those columns with a White 
square at the bottom to form one system, and those with a Black the 
other. Examples : 

No. vni. 





FIRST SYSTEM. SECOND SYSTEM. 

Then count the pieces in one system only (either will do). If the 
number be an odd one, and it is A's turn to play, he has the " move; " 
if even, B has it. (See Example IX.) 



28 



CHECKERS. 



In this position (see No, IX.) it will be at once seen that the num- 
ber of pieces in either one of the two systems is odd ; therefore Black 
has the "move," and is enabled to block his opponent's pieces and 
force the win, thus : i — 5, 28 — 24, 4 — 8, 24 — 19, 8 — ii, 29 — 25, 5 — 9, 
25 — 22, 9 — 13. White must now lose a piece and the game. 

No. IX. 
BLACK. 



■ 




■ 




■ 




■ 








■ 




■ 




■ 




■ 




■ 




■ 




■ 




■ 




■ 




■ 




■ 




■ 


■ 


m 




d 


• 


■ 






■ 




■ 




■ 




■ 


■ 




■ 




■ 




■ 




•1 


■ 


1 


d 




^ 


• 


■ 



Black to move and win. 

Should it be desirable to change the " move," it can be done bj' an 
exchange of odd pieces, as one for one or three for three, but one of 
the capturing pieces must be taken off the board or the rule will not 
apply. 

In both the positions shown on page 29, it being White's turn to play, 
Black has the "move." In No. X., White, exchanging 23 — 19, 
gains the "move" (one of the captured pieces being taken off the 
board) and wdns. 

In No. XI. White draws by anything save 10 — 15. Should Wh*ite 
be tempted to make that move, then Black wins by 25 — 22, keeping 
the "move," as neither of the capturing pieces are taken off the 
board. 

An exception to the above rule arises when there is an odd number 
of pieces upon the board, aS; for instance, three to two or four to 
three. 

In studying end-games of this description, it is invariably discov- 
ered that one player has thg "move" in one system of squares, and 
his adversary in the other ; so that the " move " varies according to 
the fluctuations of the play from one system to the other. 



CHECKERS. 



29 



If the player of the weaker side can manage to intrench his pieces 
in the system in which he has the "move," it is always a great aid 
to him in his defense, and will enable him also to force a draw some- 
times. 

To find in which system he has the " move," when it is his turn 
to play, the player must count the pieces in either system. If the 



No. X. 

BLACK. 



No. XI. 
BLACK. 



■ 




■ 




■ 




■ 






■ 




■ 




■ 




■ 


■ 






r 


■ 




■ 




■ 




■ 


• 


■ 




■ 


■ 




■ 




■ 


i^ 


■ 






■ 




■ 





■ 




■ 


■ 




■ 




■ 




■ 





■ 




■ 




■ 


"■ 



■ 




■ 




■ 




■ 




_j 


■ 




■ 




■ 




■ 


■ 




I 





■ 


• 


■ 




■ 




■ 




■ 




■ 


■ 




■ 




■ 




■ 




■ 




■ 




■ 




■ 


■ 


• 


■ 




■ 




■ 






■ 




■ 




■ 




■ 



WHITE. 

White to move and win. 



WHITE. 

White to move and draw. 



number is even, he will have the move in that system ; if odd, it will 
be in the other. Example : 

WHITE MOVES. 



(a) 27 23 


7—11 


. 23 26 19—23 


■ 25 


30 


27—31 


2— 7 


27 23 


15—19 30 25 


24- 


-27 


25—30 


23 27 


11—15 


26 30 20—24 


30 


25 


Draws 


(a) If 27- 


-32 Black forces. 


BLACK MOVES. 








■ 2— 7 


26 23 


13—17 27 32 


25- 


-30 


32 27 


(a) 22 26 


11—16 


32 27 21—25 


27 


32 




7—11 


27 32 


17—21 32 27 


30- 


-25 


Drawn 



(a) If White should now try to draw by holding the man on thirteen, as in above 
example, Black, having the " move," would win. 

The player should note that each move is made by the removal of 
the piece "from" the square indicated by the "left-hand" number, 
to the square indicated by the "right-hand" number in the notation 
column ; and furthermore, the Black's move is always shoAvn by a 
dash ( — ) between the numbers. 

Following are a few examples illustrative of the various modes of 
play, as arranged by different well-known authorities. 



30 



SOME 

No. XII. 
BLACK. 



CHECKERS. 

ELEMENTARY END-GAMES." 

No. XIII. 

WHITE (Payne). 





■ 


• 




■ ^ 




■ 


■ 


^^H 


JjJ 


^)m 


r^ 


■ 




^^■B 




■ 






mT 




3 


1 




■ 




m 


■ 


BoIm 



WHITE. 
Either to move ; White draws. 



No. XIV, 

WHITE (Payne). 





__- .-^ 




■ 
■ 


S r" W^^ 






B 

O 

i 



BLACK. 

Black to move and win. 

1—6 6—9 7—10 

5 1 14 5 Black win'^ 





■ 




■ 


■ 


o 






■ 




■ 


o 


■ 




■ 


• 


■ 




I 


p 






■ 




■ 








■ 




■ 








■ 




bi 










■ 




jBH 




■ 


n 


IH 




■ 



BLACK. 

Black to move and draw. 

23—26, 25—21, 2C— 22. Drawn. 

No. XV. 
WHITE (Sturges). 



K 


■^H 


■ 




■ 




J" 


■ 


■ 


■ 


■ 


2M^ 


[ji 




■ 




■ 


■r 


■T 


■ 




■ 




jH 


Tjl 





■ 




■ 


PL 


hP" 


■ 




■ 




SB 


Ji 




■ 




■ 



BLACK. 

Black to move and win. 

6—1, 2—3, 1—4, 1—5. Black wins. 



CHECKERS. 



31 



No. XVI. 

WHITE (Anderson). 



K 




> 


ffi 


■M 


i 


^■f* 


^MLM 



BLACK. 

Black to move and draw. 

3—7, 10—3, 24—27. Drawn. 

No. XVII. — Known as "First Position.*' 

WHITE (Payne). 



17- 


-13 


10- 


-15 


5 


1 


9 


5 


13- 


- 9 


15- 


-18 


1 


5 


(a)5 


9 


9 


6 


1- 


- 5 


5 


1 


(b)9 


6 


14- 


-10 


18- 


-15 


1 





21- 


-17 


6- 


- 1 


5- 


- 1 


5 


9 


6 


9 




15- 


-18 


5- 


- 1 


(c)17 


13 


25 


22 


18- 


-15 


1- 


- 6 


9 


14 


22 


25 


1- 


- 5 


6- 


-10 


14 


17 


25 


22 


15- 


-10 


10- 


-15 


17 


22 


22 


25 


10- 


-14 


15- 


-18 



22 25 Black wins 



BLACK. 

(a) 21—17, 18—22, 17—14, 1—6, 6—2, 1—5, 22—17, etc. Black wins. 

(b) 9—13, 18—22, 21—17, 5—1, 17—14, 1—5, 14—10, 22—18, 10—6, 5—1, etc. Black 
'ins. 

(c) 9—5, 18—22, 17—14, 1—6, 5-1, 6—2, 1—5, 22—17, 14—9, etc. Black wins. 



32 



CHECKERS. 



No. XVIII. — Second Position. 

WHITE. 



1- 


- 5 


32 


28 


8 


11 


24- 


-27 


5- 


- 9 


28 


32 


11 


15 


27- 


-31 


9- 


-14 


32 


28 


15 


11 


31- 


-27 


14- 


-18 


28 


32 


11 


16 


27- 


-23 


18- 


-15 


32 


28 


16 


20 


23- 


-18 


15- 


-11 


28 


24 


20 


24 


18- 


-14 


3- 


- 7 


24 


19 


24 


19 


6- 


-10 


7- 


-10 


19 


23 


19 


23 


10- 


-15 


10- 


-15 


23 


27 


28 


27 


15- 


-19 


15- 


-19 


27 


32 


27 


32 


19- 


-24 


19- 


-24 


32 


28 



■ 






■ 














■ 


■ 


■ 


■ 
■ 

O 






•• 












' 




















i 


■ 




■ 


■ 


■ 








D 






m 




n 




■ 


^^^^ 


y 





24- 


-27 


28 32 


28 


24 


19—24 


27- 


-32 


32 28 


24 


28 


11—16 


32- 


-27 


28 19 


28 


32 


16 23 


2;- 


-24 


12 8 


32 


28 


23-18 


24- 


-19 


8— 4 


28 


32 


18—14 


19- 


-15 


4— 8 


32 


28 


6— 1 


15- 


-10 


14— 9 


28 


24 


13 6 


10- 


- 6 


1-10 


24 


19 


11 16 


14- 


-10 


10-15 


19 


24 


16 i:o 


10- 


-15 


15—19 


24 


28 


Black 


15- 


-19 


wins 



BLACK. 

Black to move and win. 



13- 


- 9 


25—22 


22 


18 


15 10 


9- 


- 6 


22—26 


18 


22 


14 18 


6 


1 


5— 9 


22 


18 


10 6 


21- 


-25 


9—13 


18 


15 


6 10 


1- 


- 6 


26—31 


14 


17 


10 14 


6- 


-2 


31—27 


17 


14 


18 22 



No. XIX.— Third Position 

WHITE (Avery). 











■ 








1 

li 


■ 


■ 


■ 










m 




LJ 












■ 




■ 


■ 








g| 




U 


■ 














■ 












• 


■ 












■ 



27- 


-23 


24—20 


22 


25 


22 26 


2- 


- 7 


20-16 


25 


22 


26 22 


7 


11 


16—12 


22 


25 


22 26 


11- 


-15 


12— 8 


25 


22 


26 22 


23- 


-27 


8- 3 


22 


26 


14 9 


27- 


-24 


15—10 



26 22 Black wins 



BLACK. 
Black to move and win. 

The main point in this, according to an authority on the subject, is 
to avoid the draw. 



CHECKERS. 



33 



B 


ack 


moves. 


28- 


-24 


32 


27 


32 


28 


24- 


-28 


24- 


-20 


27 


32 


28 


32 


18- 


-22 


22- 


-18 


31 


27 


31 


27 


22- 


-26 


23- 


-19 


30 


23 


27 


31 


28- 


-24 



19— 24 Black wins 



No. XX. — Fourth Position. 
WHITE (Sturges.) 




White moves. 
31-27 31 27 



23—19 
27 31 
19—24 
32 27 
24—20 
27 32 
22—18 



BLACK. 
Black to move and win ; White to move and draw. 



28—24 
27 31 
18—2:3 
31 26 



Drawn. 



THE LOSING GAME. 

As the title implies, this variety is the exact reverse of the ordinary- 
game, the player's object being to lose all his men, or otherwise have 
them so fixed that he is unable to move. When he succeeds in doing 
this he wins the game. 

The laws for the play here are the same as in the ordinary game, 
to which are added the following : 

I. The player who gives away the whole of his pieces wins the game. 

II. Provided that the player has given away the whole of his legally 
movable men, the number that remains is considered off the board 
and he wins the game. 

T. Dale, of Sheffield, published a book in i866 called the Sheffield 
Draughts Flayer, which discloses the fact that the game is as full of 
intricate points as when ordinarily played, and is lively and amusing 
also. Although not ranking as scientific, it requires attention and 
does afford great scope for the intellectual and reflective faculties. 
He gives what he describes as a "Mathematical Rule" for playing 
the game, as in diagram on page 34. 



34 



CHECKERS. 
No. XXI, 



■ 




■ 


.1 




■ 




/5 

■ 


■ 


/^ 


■ 


/s 


■ 


/6 


■ 


■ 




■ 




■ 


9 

■ 


■ 


/o 


■ 


// 


■ 


/.^ 


■ 


1 


■ 




■ 




■ 




5 


^ 


6 


■ 


7 


■ 


8 


■ 


H 




■ 




■ 




i 




/ 


■ 


^ 


■ 


3 


■ 


^ 


■ 



By this rule each player has sixteen good squares to play on, and in the 
majority of cases loses the game by being forced out of it. It is an 
advantage to a player to get one of his opponent's men fixed in his 
fifth good square, and he must carefully avoid allowing him to have 
a similar opportunity. It is best to open the game freely during the 
first four or or five moves by v(\?^\Vi^ j udi cious exchanges. 

PROBLEM IN LOSING GAME. 
No. XXII. 

WHITE (Allen). 



3— 7 
32 27 

7—10 
27 23 

2— 6 
31 27 

6- 2 
27 24 

2— 7 















9 







■ 


■ 




















■ 


■ 


■ 




























■ 


■ 


■ 


■ 






















y 




Q 






■ 



24 20 
7— 2 

20 16 

2— 6 

29 25 

6— 2 

25 21 
(a) 2— 6 

Drawn. 



BLACK. 
Black to move and draw, 
(a) Black having constructed an impregnable fortress, White cannot approacli near 
enpugh to come within range without being obliged to capture both men. 



CHECKERS. 



35 



11—15 
24 19 
15-24 
27 20 
8—11 
20 16 



EXAMPLES OF LOSING GAME. 

"SECOND DOUBLE CORNER." 

11-20 9—14 13—22 12—16 

32 27 18 9 26 17 23 19 

4— 8 6—13 8— 9 16—32 

28 24 25 22 17 13 31 27 

8—11 1—6 3-8 32—23 

22 18 22 17 29 25 21 17 

PROBLEMS OF CRITICAL END GAMES» 

No. XXIII. 

WHITE (F. D. James). 



20—27 
30 26 
23—14 

White 
wins. 




*23— 19 

7 3 



19—15 



40—10 

21 17 

No. XXIV. 
WHITE (Robinson, U. S. A.) 



BLACK. 

10 7 
17 14 



7—11 12—46 

8 3 14 9 

No. XXV. 

WHITE (T. J. Reiley) 



16—19 

Black wins 



■ 


■ 


■ 






r 


V 




■ 












ra 


m 












O 


■ 








y 


■ 


■ 




, 




'■ - ■ 


El 




W 


u 






n 


"'• -"" ■ 


Q 


u 








□ 


D 


■ 


^ 


m 


p 


i 


■ 


■ 




u 




Q 


■ 
■ 


■ 
■ 


■ 


■ 


■ 


■ 









■ 








■ 






■ 


D 




• 


1 




■ 














■ 






J 



BLACK. 

Black to move and win. 

*14— 17, 13—9, *18— 23, 27—18, 17—14, 26— 

22, 14—5, etc. Black wins. 



BLACK. 
Black to move and draw. 
-10, 11—8, *10— 15, 8—12, *22— 16, etc. 
Drawn 



^6 CHECKERS. 

The description, rules, tables and illustrations given in the preced- 
ing pages will furnish the student with the information and practical 
instruction he requires for learning to play the English variety of 
draughts, as, after mastering these simpler rudiments he can pass on 
to a more scientific and exhaustive treatise on the same. 

From the English game we naturally turn to the Polish variation, 
as that seems to come next in point of importance. 

POLISH DRAUGHTS. 
No. I. 



DO a n 

n D D D □ 

m\ a a n a 

^ B Q B M \Q n U □ □ 




m mn M El Bl w w 
3 M B B B I 



@ B ra ra ra 



/ z :> ^ 5 G 7 e 9 



Of the many varieties of the game this is probably the most com- 
plex in character, and owing to the fact, moreover, that a. board of 
one hundred squares and forty men are used to play with, it stands to 
reason that it offers an almost illimitable scope for the player's skill 

It is played almost altogether on the continent, where it is said to 
have quite superseded the English game, which latter, it may be in- 
cidentally observed, is often referred to as, and by many considered, 
the old French game. i, i • i 

As seen by above diagrams (cut 25, Nos. I. and II.) the lolisli 
draughts board is divided into horizontal and vertical columns, and 
its topography may be briefly described asfoUows : . 

I. Side sqtiares is the name given to the squares on the side of the 
board, while the diagonal line of ten squares, o to 9, is called "great 
line," or "central line," and the two lines of nine' squares ending at 
the double corners are known as the "double diagonal." 

II. The rectangles of squares, the paralled sides of which are made 
by diagonal lines of the same length, and which end at the borders, 



CHECKERS. 37 

are known as slides. These are four in number, each one having a 
circuit of eighteen squares. 

These slides are very important in end games of three Kings to one, 
forming as they do, the basis of the various squares or traps for cap- 
turing the single King, and are : 

First Slide — The "2 — 9," limited by the dojible co7'7iers, and con- 
sisting of the "double diagonal." 

Second Slide — The "4 — 7," which is made by the four lines which 
end on 06, 60, 93 and 39. 

Third Slide — The 5 — 6, which is formed by the four lines ending 
on the squares 04, 40, 95 and 59. 

Fourth Slide — The 3 — 8, formed by the lines which end on 02, 20, 
97 and 79. To thoroughly undersfand the description of the ' ' slides, " 
the student must familiarize himself with the board and remember that 
in the notation of the games the Jirst figtire refers to the lines, the 
second to the cohnnns. For instance, the square designated by the 
figures 08 he will find located in the 8th column of line o ; or, again, 
64 is at the intersection of the 6th line and 4th column. 

N. B. — The sole "exception '' is found in \.\\q great ox central line, 
where the squares are numbered from o diagonally up to 9. 

In the arrangement of the men on the board, it \\\\\ be noticed that 
the White occupies the lowest number of squares and always takes 
first move. 

As will be observed, furthermore, the even-numbered squares are 
all in one system and the odd in the other, the position of each square 
being indicated by its numbers. Example : 75 — the 5th square in the 
7th rank, counting upward from o. 

There are two different styles of play in Polish Draughts — one for 
position, the other strokes ; the first being generally regarded by good 
players as the most sound principle of play. The ' 'good player" is, how- 
ever, able to see and profit by "strokes " when they occur, but will 
never interrupt any combination to pursue them. No matter what the 
strength of the adversary is, the opening moves should always be 
playe<l toward the centre of the board, rather than to the sides. The 
student should give particular attention to the proper disposal of his 
men for the dual purpose of avoiding strokes and keeping his moves 
free, for if his game is too open he will be exposed to numerous 
strokes. 

The points M'hich especially mark the difference between the 
English and the Polish games are few comparatively, but of such 
importance as to merit the student's most careful attention and 
observance. These are in brief : 

I. A pawn (piece) can capture backwards, although he can only 
move forward ; in this regard his power is equal to that of a king in 
the English game. 

II. \Vhen a pawn, in making a capture, reaches the crown head, 



38 CHECKERS. 

and there is a piece or pieces en prise, he is not allowed to stop there 
and be crowned ; he must go on with the capturing play until finished. 
It is compulsory \n every instance to capture the largest number of 
pieces in situations where there are a diverse number of pieces ^m/;'/.*-^ in 
different directions. 

III. Like in the Spanish game, the king has the power to move 
over any number of vacant squares in a diagonal direction from the 
one upon which he stands, provided, of course, that the way is clear 
for him to jump from o to 9 at one move, or he can be played upon 
any of the intermediate squares at the option of the player. 

The king* has the power to capture every man of the opposite color 
on the diagonal he commands, regardless of intervening vacant 
squares, and provided there is one «r more vacant squares behind the 
piece taken ; and should there be a man or men en prise on a 
diagonal crossing any of the squares upon which he would otherwise 
alight, he must turn off at that angle and make the capture. He must 
continue this movement as long as he has a piece to take. 

The laws which govern the English game apply, with slight altera- 
tions noted on preceding page, to the Polish variation. A few sugges- 
tions regarding these may be borne in mind : 

In Polish draughts especially, it is by exchanges that good players 
" parry strokes," and arrange them. For instance : 

If the game is embarrassed it is opened by giving pawn for pawn, or 
two for two, or, if a dangerous stroke is imminent, it is avoided by 
giving pawn for pawn. 

When necessary to strengthen the weak side of the game, it can be 
done by exchanging. Again, if a player desires to gain the move or 
an advantageous position, a well-arranged and carefully conducted 
exchange will usually accomplish it, and, finally, it is by these 
various exchanges that one pawn keeps many confined, and the game 
eventually w^on. 

When two pawns of the same color are so placed that there is a 
vacant square behind each and a vacant one also between them where 
the opponent can put himself, it is known as a lunette. When this 
occurs one of the pawns must necessarily be captured, for they can- 
not both be played or escape at the same time. Frequently the lunette 
offers a number of pawns to be captured on either side. This is often 
a snare laid by skilled players and must, therefore, be regarded with 
suspicion, for naturally the opponent, if an expert in the game, would 
not expose himself to lose his pawn for nothing. Hence, prior to 
entering a lunette, he should look carefully at his opponent's position 
and calculate what he would himself do in a like position. 



* " In the Polish game the crowned piece is called a Queen instead of King. The 
common name for Draughts is DrtWt'w (women) ; it follows therefore naturally that 
the principal piece should be a Queen." For convenience sake and to prevent con- 
fusion we wiJl keep to the title of King in this treatise, however. 



CHECKERS. 



39 



Toward the end of the game, when there are few men remaining on 
the board, they should be concentrated as soon as possible, for at this 
point the most trifling error may be fatal. 

When one king, in possession of the centre diagonal, i. <?. , o — 9, is 
left opposed to three and two moves have been made to show that a 
stroke is impossible, the game is declared a draw. 

Pawn 04, being often of great use in end games, should not be 
moved, save as absolutely necessary, and it is wise not to move 05 
and 04 until after those on the "single" and " double corners " o 
and 08. Squares 06 and 08 should not both be vacant at the 
early part of the game, and, as long as possible, the triangle formed 
by pawns 02, 04, 06, 13, 15 and 24 should be preserved. When, dur- 
ing the progress of the game, the player is forced to break the above- 
named triangle, let him keep intact as long as he can 24, 13, 15 and 
04, and finally, when this goes, keep until the last 04. 

These foregoing hints and directions are based on the broad prin- 
ciple of general play and must be followed or moderated according to 
circumstances. 

The examples which are here presented have been selected from 
among those revised from the works of M. Nicod and others. 

SOME ELEMENTARY END GAMES AND PROBLEMS, WITH 

SOLUTIONS. 

White occupies the bottom of the diagram, as already shown, and 
the terms to each problem are : 

" White to move and win." Also, the sign " X4 " or "X3," which 
are attached to some of the moves, indicates the number of pieces 
captured and serves as a guide to the student. 

No. II. 





9 




6 




7 


3- 4 
5 3 


6 


35—40 


5 


57 35 


59—68 




79 57 


4 


51-60 




73-51 ' 


5 


60-68X1 




84 75 


J, 



o 



■ 
■ 
■ 


4^ 


^ 


■ 

■ 


■ 
■ 


■ 

• 

■ 


^W__N 


□ 


□ 




B 


■jt^ 


■ 


■ 
■ 
■ 


■ 

■ 


■ 
■ 
■ 


■ B 


s 


■K 


> 



68- 7 


75 


64 


( — 


- 8 


64 


5 


8- 


- 9 


5 


46 


9- 


- 4 


46 


37 


4- 


-17 


hite 


wins 



0f25&567&9 



40 



CHECKERS. 



No. III. 



No. IV. 



□ 


■ 

■ 


■ 


■ 


■ 


■ 


n 


□ 




s 


□ ■ 


■^ 


■ 


B 


□ 


□ 


n 




opl 


■ 


■ 






■ 

o 


2M 


□ 


□ 


□ 




V 


■■ 


■ 


■ 


■ 




V 


■ 


■ 


■ 



■ 














. 




1 
1 










□ 




□ 




□ 




■ 


■ 


■ 






□ 




□ 








• 












■ 

• 


■ 


■ 


■ 


D 


■ 


■ 


■ 


■ 



■ 


■ 
■ 




■ 




■ 



■ 


■ 




■ 


■ 




■ 



■ 


■ 


■ 













•**r-- 




• 







0JZ3iS6rdS 



1 Z 3 "i 5 6 7 8 3 



51—60 


68 46 


59—68 


15 3 


73 51 


42—53 


7 59 


31—42 


60-42 


64 42 


37-48 


3 51 


80 62 


31—97X5 


59 37 


2—31 


46—57 


White wins. 


15—26 


40 2 






37 15 


1— 9X6 






13—24 


White wins. 











^ 


lo. 


V. 






9 




■ 




/ 


■LP 




& 


m 
■ 
■ 










uTu 


'. 


7 






a 




arm^^' 


■ 
H 
■ 

■ 


6 

H 
Z 


D 

■ 


■ 
■ 


■ 
■ 




• 

■ 
■ 


■ 
P 

1 


¥ 


I 
1 


■ 


B 


B 


B 


B 


■ 


V 





— 










■1 ■ 



No. VI. 



/23i56739 




3—42 


15 3 


13— 2 


24-35 


51 15 


2- 6X4 


31 13 


02 46 


13-24 


White wins. 


02—24 


37—9X5 






20 03 


White wins 



CHECKERS. 



No. VII. —(Van Vught.) 



41 



No. VIII.— (BOU-IIGNY.) 




46- 5 
57 59 
5- 6 
75 57 
73—84 
93. 75 
42—51 



40 62 
59—68 
(a) 57 48 
19 28 
39 35X2 
68—39X5 
White wins. 



86—97 
46 37 
97—64 
37 26 



40—51 
62 40 
64—53 
White wins. 



i) 2-13, 68-02, 62—53, 02-1 , etc. White wins 



THREE KINGS AGAINST ONE. 
No. IX. 




S (^ 7 & S 

White to move; Black draws. 



4^ 



CHECKERS. 



SOLUTION TO PROBLEM IX. 
♦'"When tlie King occupies the long diagonal, the game, after two 
moves a side have been played to show that no coup was at maturity, 
is relinquished as drawn. With beginners only is this end-game ever 
played, and to them one or two experiments suffice to teach the whole 
secret and enable them to defend the position and draw against the 
most skilful player. To any learner the following will at once make 
clear the reason of the precept never to venture beyond the square 
next to either single corner. At the same time the traps successively 
pointed out, which he baffles in this instance by simply remaining on 
his four squares of safety, will give him a first insight into the snares 
against which, when he has to move on otlier lines, he will have to 
exert great care and vigilance." 



04—26 


1 


9 8 


93—48 


06—39 


8 


(a) 8 


48—59 


39-93 


(c) 1 


(b) 1 


08-17 


26—35 


8 



17-06 


9 


57— 4G 


(e) 8 9 


9 


59—37 


9 


46—37 


35—24 


9 


28-19 


9 8 


1 


37—04 


9 


60— C6 


24-57 


(d) 9 8 


04—15 


(f) 8 9 


9 


39—28 


15 60 


Drawn 


06—39 


8 9 







(a) If he moved to 3 he would avoid the threatened shot 39 — 6, but fall into a trap 
by 26—15, 08—17. (b) Trap on 5 by 93—82, 08—19. (c) Trar on 2 by 35—13, 08— 5i6. 
(d) Trap on 7 by 57—68, 39—4. (e) Trap on 4 by 60—71, 19—08. (f) Trap on 6 by 
37—48, 19—28. 

POLISH GAMES. 

Our" attention is drawn to the fact here that in these following 
games the names of the openings refer to some characteristic position 
formed after a few moves are made, regardless of the exact order or 
direction in which they are played. 

No. X. — The "Merchant of the Wood." 





9 




6 




1 




6 


35— 4 




57 35 


S 


4— 6 




75 57 


i 


26—62 




71 53 


5 


3- 4 






I 




1 










n 




u 




□ 










D 




□ 




D 




□ 




□ 






□ 




U 




D 




□ 


;:/ 


n 


□ 








• 








• 


■ 


■ 

o 


■ 




n 




□ 




D 




D 


o 








o 






■ 




Q 




B 




B 




B 




o^ 


o 








B 




B 




B 






O 




o 




O 




O 




O 






• 








o 






i 



53 35 
24—46 
57 35 
42—51 
60 42 
31—97 
White wins. 



0/23^56785 



CHECKERS. 



43 



THE "MERCHANT OF THE WOOD." 



31—40 

68 59 

2—31 



0— 1 

6 5 

35—46 



7 6 
26—35 

9 8 



17—26 

8 7 

08—17 



62 53 
(a) 3-42 



(a) Forms the opening. 



PIONEER, 68—57. 

(By I\rr. J. Wyllie, champion of the world at English draughts.) 



35—46 




46-68 


3— 4 


17-26 


48-59 


39—48 


60 51 




7 59 


53 35 


80 71 


82 73 


84 75 


31—42 




37—48 


24—46 


13—24 


24-35 




51 40 




59 37 


6 5 


62 53 


91 82 




20—31 




26—48 


28—37 


02 13 


13—24 




(a) 68 57 




62 53 


71 62 


73 6-: 


75 6 


Position : 


(a) Forms 


th 


e opening. 











No. XL 



2— 3 
40 4 
42—51 
62 40 
48—57 

6 48 



V 


• 
B 


B 


B 
D 


□ 


D 


D 


D 
■ D 

■ 


D 
D 


□ 


□ 


■ 


■ 


i 

o 


□ 


B 






B 




B 




■ 


B 
B 


fl 


B 


B 


B 


B 


fl 




i" 






oB 






O 


D 




B 


B 




B 





59—68 
79 57 
37—59 
5 37 
28—80X5 
White wins. 



y .0 3 "f s 6_ 7 a 9 

EXCHANGE, " .;— ." 

Played at the Amiens Tourney, September, 1887, by Messrs. Leclercq and 

Moj'encont. 



3.5— 4 


2— 3 


37—48 


02—13 


39—57 


59-68 


6 5 


68 59 


93 84 


82 73 


80 71 


7 59 


4— C 


1— 2 


28-37 


37-^6 


28—39 


57- 6 


7 5 


59 37 


62 53 


5 37 


71 62 


75 37 


3— 4 


26—48 


08—17 


26—48 


19 28 


46—68 


5 3 


79 68 


71 62 


53 42 


62 51 


59 7 


2— 4 


48—57 


24—35 


31—53 


28—37 


2-31 


8 7 


68 46 


80 71 


62 26 


51 40 


40 2 


1— 2 


4— 5 


13—24 


15-37 


24—35 


13—93 


9 8 


6 4 


91 80 


71 62 


73 62 




0— 1 


3—37 


48— .59 


37—46 


06—15 




7 6 


75 6 


64 5 


62 53 


62 51 




37-^8 


17—26 


17—28 


48-.57 


15 24 




8 7 


84 75 


73 64 


48 


(a) .53 42 


White wins 



(a) Falling into the trap ; 84 — 73 was the proper move. 



44 



CHECKERS. 



SPANISH DRAUGHTS. 

This variation is played on a board exactly like the English 
draughts board, and with, of course, the same number of pieces. It 
is generally played, however, with the double corner to the left of the 
player, and there are several important points in which the m<A'c- 
ments of the pieces in the two games differ. 

The diagrams below represent the board numbered, and the men 
placed, according to the Spanish method. 

No. I. 



^^H 


50 




3/ 

■ 

23 

i 


m 

■ 


i 

■ 


■ 
i 

zo 


•H*H[«H!*H 


11 ^ 


U 


26 
/8 




1^ /7 ^ 


H H H-^PI 


/3 m Ik 




/5 




/6 




-^C^tj^—W 


HmI 


/O 




II 




U 


W^_W_2W^_Wp 


5 n 




7 


..■- r 


<5 




^W^ii^^^^ 


^H / ^1 


2 


...:, 


3 




H 


■OtoJB^Ii^ 



If the student wishes to pursue the study of the game according to 
the strictly Spanish method, he will find it easy to do so by following 
the above diagrams. For the sake of simplicity and lucidity, how- 
ever, I will follow the plan of Mr. Dunne, and present the game in 
the English form, for this method is familiar to the student, and does 
not in any way affect the fundamental principles of the variation. 

N.B. — To play the games following in the Spanish style it Mill 
only require the noting of the numbers of the squares upon which the 
men are placed on the English board, and change them to the cor- 
responding numbers of the Spanish ; of course, the solutions of the 
games will be the same, whichever way they are played. 

The laws and methods of the English game maintain in Spanish 
Draughts, save as they may happen to conflict with certain points, 
here after named. 

Sometimes, beside playing with twelve pieces (in Spanish known as 
peoucs') each, a pleasing variety is added to the game by playing with 
eleven men and one king (called Davia) each ; and, again, witli ten 
men and two kings. 

The illustrations annexed are chosen from among the numerous ex- 



CHECKERS. 45 

amples taken in turn from the works of Garcez and Canalejas by Mr. 
Dunne. 

The laws may be given as follows : 

I. When there are a good many pieces en pi'ise on various parts of 
the board, it is compulsory for the player to make the capture by 
the man which takes the greatest number. 

II. A King, or Dama, has the right to move over as many vacant 
squares as he likes in a diagonal direction from the square which he 
occupies. For instance, if the way is clear he can jump from 4 to 29 
at one move, or may be put on any of the intervening squares accord- 
ing to the player's option. 

III. A king has the right to any man of the adverse color on the 
diagonal commanded by him, regardless of intermediate vacant 
squares, provided always that there be one or ^more unoccupied 
squares behind the man taken. Should there be, en prise, one or 
more men on a diagonal, crossing any of the unoccupied squares upon 
which he would otherwise alight, he must turn off at the angle and 
make the capture, and he must go on with this movement as long as 
there is a man to be taken. 

Spanish Draughts will prove a very fascinating variation and will 
repay the student for the time he spends in learning it. 



SOME TABLES OF SPANISH GAMES. 





Place Ki 


ings 


DUNDEE. 
instead of meri 


I on 3 


and 31. 






12—16 


9—13 


6 - 


-15 


12- 


-19 




7-14 




3—14 


24 19 


26 22 


30 


26 


18 


14 




22 17 




27 23 


8—12 


10-15 : 


16- 


-19 


4- 


- 8 




13—22 




14—27 


22 18 


19 10 


23 


16 


14 


10 




26 10 




32 7 
W. wins, 






' 


'WHILTER.' 


' 










11—15 


(1) 7—11 






1 5—18 




10- 


-15 




2—16 


23 19 


23 23 






•?h 22 




19 


10 




27 23 


9—14 


(2) 5—19 






18—25 




6- 


-15 




16-26 


22 17 


17 13 






29 22 




13 


6 




30 17 


^ 








1. 
23 










W. wins. 


5— 9 


25—22 


6- 


- 9 


18 




6- 2 




18 11 


26 23 


8 11 


26 


30 


14- 


-23 




19 16 




7—16 


9—13 


30-2G 


2- 


- 6 


27 


18 




11—27 


(a: 


) 31 5 


) Capturing 


four pieces. 















w 


. wins. 


15—18 


26 22 


20- 


— ( 


28 


19 




10—19 




23 16 


30 2b 


2—20 


24 


20 


(b) 7- 


- 2 




17 10 




12—19 


11—15 


22 26 


15- 


-24 


19 


15 




3—14 


i< 


126 17 



W. wins. 

(b) 8—11, 20—16, 11-20, 19—15, 10—19, 2:3-16, 12—19, 26—13, W. wins. 

(c) Capturing three pieces. , 



46 



CHECKERS. 



Some Spanish Problems and also Illustrated End Games, with their 

Solutions. 
No. II.— "La Forzosa." 

WHITE. 



13— 9 
19 1 

9— 5 

7 19 

2— 9 
19 1 

9—14 

1 19 

19 2 
1-10 

12 30 B. wins 
4 — 25 B. wins 
(1) 

12 26 
4-11 

26 31 

14—23 

31 20 

23—16 

20 27 
10—24 




(2) 

12 16 
4—22 

16 2 
14-23 
2 13 
10—17 
B wins 

(3) 
26 13 
10—19 

13 2 
14— 7 

2 13 
B wins 

(4) 
31 13 
10-19 
13 17 
19—24 
B wins 



BLACK. 

Black to move and win. 
If the White king obtains command of the long diagonal, 4 to 29 [La. Entned;^), it 
can draw against the three Black ones. 

No. III.— (Garcez.) No. IV.— (Garcez.) 

WHITE. WHITE. 



■ 


oH 




^"^ 


t 


■I 


• 




^-^- 






- 


















■ * ■ , 














.> " 


















,- 














:'m 


c 












m 




m 


- . ,: - 


D 


c 


■ 


D 


J 







- .- 










f 


































O 


1/- 


















.'.. ' 




' '' ■ 








# 
















■ 






















d 




^ 


J 



Black to move and win. 
0—14 30-26 1—5 14—27 

4 29 29 4 4 8 B. wins 







BLACK 






2- 


-11 


25—21 


32— 5 


11—20 


1 


28 


28 1 


1 28 


32 18 


12- 


-16 


21— 4 


5— 1 


20—27 


28 


1 


1 28 


28 32 


18 32 


29- 


-25 


14—32 


16—19 


1- 5 


1 


28 


28 1 


20 16 


B. wins 



CHECKERS* 



47 



No. V. — (Canalejas.) 

WHITE. 



No. VI.— (Canalejas.) 
WHITE. 



IS 








- -. 








■ 




o 


m 


-:> 


































■ 

8 

■ 


^- 
















■ 


■ 


■ 


n 


■ 


■ 


■ 


o 






■ ;. i 
















8 










■ 

o 


■ 






V'- 






• 


















































• 








8 


b 




D 


D 


:r. - 


■ 


■ 


9 












-' 


■ 



BLACK. 

4—8 12—16 3—8 
13 4 20 11 B. wins 



BLACK. 



2.3—26 
31 22 



5—18 
29 15 



7—11 
15 8 



21—3 
B. wins 



4—25 

2 16 

13— 2 

16 26 
2—20 

26 17 
25—11 

17 14 
11—15 
14 9 
15—25 

9 14 

20—11 

(1) 14 21 



No. VII. — Lorenzo Valls. 

A useful end-game often occurring in actual play, 
WHITE. 



■ 


■ '■ 




■ 




■ 




■ 


■ 




■ ■ 




■ 




■ 




■ 


■ 

8 




■ ■ 




■ 


o 


■ 




^ 


■ 




■ ■ 




y 


p 


m 




■ 



25—30 
21 17 
30—21 
17 31 

3—7 

(2)31 13 

21—30 

13 2 

11—20 

2 11 
20— 7 
12 8 
30—25 
B. wins 



BLACK. 

Black to move and win. 



48 



CHECKERS. 



(a) 14 17 
25—21 




17 13 
3- 7 


(4) 13 2 
11—20 




2 10 
20— 7 


12 8 
21—25 


B. wln.s. 


(a) If 14- 
25—30, etc., 


-20, 
B 


25—21, 10- (5 
wins. 


, 3 — 7, etc., 


B wins ; or if 11 


—9, 11—2, 9- 


-14, 2—6, 14- 


31 24 
11—18 
24 19 
21—17 




19 6 

17—22 

6 13 

22—31 


(3) 13 2 

7—10 

2 6 

10—14 


3. 

4. 


6 9 
31—13 

9 5 
13— 9 


5 1 
18—25 

1 5 
25— 4 


then 
14—17 

B. wins. 


13 G 

18— 4 

6 19 




31—27 
19 6 

27— 5 


6 1 

4—25 
1 19 


19 30 
2.5— 4 


30 21 

1—10 

21 30 


then 

7—11 

B. wins. 


13 6 

21—30 

6 24 




11— 4 
24 6 
30—23 


(b) 6 24 
23— 5 
24 1 


4—25 
1 19 

5— 1 


19 30 
25— 4 
30 21 


1—10 

21 30 

7—11 
















B. wins. 


No 


. VIII.— (Garcez.) 




No. 


IX. — (Canai.ejas.) 






WHITE. 








WHITE. 





-21, 



% 


■«■ 


A 


■r 


■ 




o 


■ o 


^1 


f ^M 


O 




^wi 


■ 
■ 


■ ■ 


mm 


< 


i 


■ 

■ 


i 

• 


s 


PL, 


H pj jp 


^^^nj 


arVVf 


a 


■ □ ■ 1 


HH 


vM 


• 



Bl 


ack 


to move 


and 


wir 


. 




2—16 


4 


8 


14- 


-21 




25 21 


4 8 


16- 


-26 


25 


30 




17—26 


5—14 


8 


4 


26- 


-12 




30 16 


8 4 


13- 


-22 


29 


25 




12—26 


31—13 


4 


25 


21- 


-17 


B. wins 


11—16 




21 ■ 17 






4- 


-11 


23 18 




14—21 






30 


26 


(1) 10—14 




18 14 






21- 


-30 


26 23 




9 18 






26 


22 


8—11 




22 8 






30- 


-19 



BLACK. 

Black to move and win. 
20—24 19 10 1— 6 B. wins 

28 19 3- 7 3 17 

11—15 10 3 6—31 



24 8 
6—10 
28 24 
l((-20 
24 19 



7—11 
22 18 
10—14 
18 9 

5 14 



19 15 
11 18 



W. 



CHECKERS. 



49 



(2) 16—20 (a) 8—11 10—19 9—18 4—11 

24 19 19 15 18 14 22 8 27 24 W. wins, 

la) This problem is identical with Problem No. 445, bj- J. Robertson in " Gould's 
Problems," and both Garcez and Canalejas give it. 

2. 

16—19 7—10 12-16 7—16 8—12 (3j 5— 9 

24 15 27 24 24 20 25 2'i, 17 13 29 25 

10—19 9—14 3— 7 16—20 4— 8 

18 15 22 17 20 11 31 27 22 17 Position: 

No. X. 
WHITE. 



(b) 8—11 
15 8 
10—15 
17 10 
19—24 
28 19 
1.5—31 

(c) 8 3 
31—29 
21 17 



IL 


■ 


i 


^^^H -^^^H 




■ 


■ 




i^ 


1 


■^pC 




■ 
■ 


■ 


K 



6—15 
13 6 

2- 9 
17 13 
15—19 
13 6 

1—10 

3 21 
Equal 
Game 



BLACK. 

Black to move and win. 
(b) Garcez continues with 1 — 5 or 2-^7 or 12 — 10, and White wins in every case. 



(c) 25—22, 6—15, 13—6, 2—9, 22— 18, 15-22, 26—17, 31—13, etc. 
ter game. 

3. 



Black has the bet- 



14—18 


(4 


) 6- 


- 9 


17 14 




13 


6 


10—17 




1- 


-17 


21 14 




26 


22 


1) 2—7, 10- 


-•3, 


12- 


-16, 


18—22 




6- 


- 9 


26 17 




13 


6 


11^15 




15- 


-18 


23 19 




26 


23 


8—11 




13- 


-17 


22 17 




19 


15 


9—13 




4- 


-8 


17 14 




31 


26 


10—17 




6- 


- 9 


21 14 




15 


10 



19—23 


26—30 


21—16 


14 10 


27 24 


20 4 


23—26 


(d) 30—21 




32 27 


15 11 


W. wins 



17—26 
30 14 
20—24 
27 20 
3—23, 30—1, 24—19, 1—24, 28—19, etc. W. wins. 

4. 
2—18 18—22 22—29 29—11 

17 14 29 25 30 26 27 24 

W. wins. 
THE "LAIRD AND LADY." 



9—13 
25 22 

18—25 
29 22 
17—21 
24 20 
2— 6 
28 24 



6—15 
14 10 

7— 4 
23 18 
14—23 

26 10 
11—15 

27 2ii 



8-11 
32 28 

5— 9 
24 19 
15—24 
38 19 
11—15 
20 16 



15—24 
16 11 
24—27 
11 7 
12—16 



Position: 



6o 



CHECKIERS. 



No. XI. 
BLACK. 



10 6 

3 10 

30 25 

21 30 

22 17 



■ 


•■■ 


■ 


• 


■ 




■ 

■ 


S 


O 

1 
■ 


■ 


9 


■ 
B 


• 


■^H 


E 


■ 




■ 


■ 


"j^~ 


■ 


• 


■ 






m^M 




■ 




■ 



13 22 

6 2 

30 19 

(a) 2 28 
W. win' 



WHITE. 

White to move and win. 
(a) 7>za squares 20, 31, 13, G to 28, capturing six pieces and winning the game. 

ITALIAN DRAUGHTS. 

This game is exactly like both the English and Spanish variations, 
as far as the hoard and the number of pieces used are concerned, but 
from them of course differs in certain points regarding method of play. 

Like the Spanish game, the Italian is played with the "double 
corner "of the board to the left. This variation, however, will re- 
ceive the same treatment given to the Spanish, the method of play 
being transferred simply to the English table. 

N. B. — The student who desires to practice the game according to 
the strict Italian method can easily do so by following the instructions 
given with the Spanish variety (page 4^) and studying the diagram of 
the same. 

The laws, few, but necessary, may be summed up thus: 

1. A single piece is not allowed to take a king. 

2. When there are several men in a position to be taken, it is com- 
pulsory to capture the greatest number and most powerful. 

3. In situations similar to those in the English ganie, v\''here it is 
optional with the player to capture with king or man, it is compul- 
sory in the Italian variation to make the capture with the king. 

In everything else the laws of the English game govern the Italian. 

The few games and illustrations of the same' given belovv are 
selected from among the numerous examples presented by Mr. Dunne 
from his collection of the works of Zonono, Michael Angelo Lanci. 
Dr. C. Mancini and others. 



CHECKERS. 



51 



Italian Problems and Illustrative End-Games, Accompanied bv Solu- 
tions for the Same. 
No. I. No. II. 

BLACK. BLACK. 



■ 





■ 






■ • 


■ 


i 


8 

■ 


■ 






■H 




■ 




■ 




ji 


■ 
■ 




■ 






bC 


■ 
■ 


■ 


■ 
■ 




^ 



WHITE. 

White to move and draw, 
(a) 12 8 8 11 11 8 8 11 

9—18 18 14 14—19 Drawn 

(a) 14—10 9—6, l(>-7 4— 8 12—3, 6—2 10 26 
B. wins. 

No. III. 
BLACK. 



tajB 


. ' 


•m 




• jBI^B 


s 


n 




■LJH8 


■ 




^:' 


i 


■jM.- 


s 


■ .--'■.•I 




-1 


w 


• 

■ 




i 
I 


■ 
■ 


B 

■ 



WHITE. 

White to move and win. 
15 11 3-17 22 29 

8—15 26 22 IT- 2:. 

21—25 29 25 

No. IV. 
BLACK. 



5— 9 
2.5 22 
W. wins 



■ 
■ 




■ 


□ 


mS 


■ 


■ 


■ 


■ 


■ 


■ 






i 


■ 


p 


■ 


■ 


■ 


ni 


■ 


□ 










>, ■/■v 




'■^ -;- 


■ 


B 


g| 




■ 


u 


■ 


□ 


El 


1^ 


m 


■ 


■ 


■ 


■ 


■ 


■ 


W 


■ 


■ 


■ 


■ 






■ 














m 






■ 





WHITE. 








WHITE 










White to move and win. 






Wh 


te to move and win. 






18 


15 r— 16 18 9 


13—22 


18 


15 


17 14 


30 14 


14 


9 


23- 


-30 31 26 6—13 


25 11 


10- 


-19 


10—17 


13— 9 


6- 


-13 


15 


11 30—23 22 25 


W. wins 


3 


8 


8 12 


22 18 


18 


14 








1 


10 


21—25 


9- 6 


W. 


wins 



52 



CHECKERS. 



No. V. 
BLACK. 



No. VI. 
BLACK. 



D 

























:?<ii> 














s 




^^^ 




■ 
■ 




■ 
■ 


m 
■ 


■ 



■ 


■ 
m 

o 


• 

■ 

■ 


o 


BBr^^ 



■ 


•■ 


• 


■ 


■ 


■ 

• 


■ 


U 


m 




■ 
■ 
■ 




■ 
i 


i 


o 

■ 




i 


■ 

■ 

■ 


H 






-\, " 




£m 






o 

■ 


■ 


mo 











WHITE. 






WHITE. 






Wh 


ite to move 


and win. 






Whif. to move and win. 




31 


26 


2 6 


9 14 


23 


27 


23 26 6 9 15 11 


30 25 


22 


29 


5— 9 


10—15 


24- 


-28 


22—29 5—14 16— 7 


W. wins 


26 


22 


6 13 


14 18 


27 


32 - 






18 


25 


]— 6 


15—19 


w. 


wins 






13 


9 


13 9 


18 23 










14 


5 


6—10 


19—24 











No. VII. 
BLACK. 



No. VIII. 
WHITE. 



■ 




■ 


•■ ■ 


■ 




D 


D ■ 


■J".^ . 




■ 


•■ H 






□ 


B B 


■ 




■ 


T|oH 




D 


G ■ 




■ 

o 


mSJjm 



WHITE. 
White to move and win. 
16 11 10—10 3 1 24—28 

23—16 26 3 19—24 27 32 

30 2G 16— 7 31 27 W. wins 



■ 

9 


Ji 




■ 








■ 




--' 


jHj 


y 


m 




^ 


£ 








""-'-' - 








U 


M 








m 


■ 


J 


• 
■ 


OB 


■ 

o 


Q 

i 



BLACK. 
White to move and draw. 
11 7 i7._io 30 26 16—20 

10— 3 27 24 12—16 31 27 

32 27 26—17 26 23 Drawn 



CHECKERS. 



53 







"KELSO." 






10—18 


7—11 


1—19 


16—20 


16—19 


18— 9 


24 19 


29 25 


23 16 


31 27 


17 13 


7 3 


18-24 


16-20 


8—29 


4- 8 


20—24 


24-27 


28 19 


21 17 


16 11 


27 23 


13 9 


3 8 


9—13 


11-16 


3— 7 


12—16 


6-13 


19—24 


22 18 


17 14 


26 22 


23 18 


14 :o 


8 15 


6— 9 


20— -^4 


7—16 


8—11 


25-22 


27-31 


£5 22 


27 11 


30 25 


25 21 


18 14 


28 19 


11—16 


13-17 


2— 6 


29—25 


22—18 


13—17 


19—15 


22 6 


32 28 


22 17 


10 7 


B. wins. 






"CROSS." 






11—15 


18 15 


12—16 


23 16 


9—13 


2 11 


23 18 


9—14 


24 20 


15—19 


24 20 


32—28 


15—19 


27 24 


7—11 


26 2:3 


13—22 


16 12 


24 15 


5— 9 


31 27 


19—26 


27 2i 


28—19 


10—19 


32 27 


11—18 


30 23 


18—27 


11 15 


22 17 


2— 7 


20 11 


•3^-7 


25 2 


W. wins 


7 10 


27 23 


8-15 


28 24 


27—32 





TURKISH DRAUGHTS. 

Thi.s is different from all the rest, for two reasons ; it is played on 
a plain (uncheckered) board, and the pawns move forward and side- 
ways — either to right or left — but ne^er backwards or diagonally. 

No. I. 



61 


S>Z 


83 


SH 


S>5 


66 


d>7 


6 


8 


7/ 


11 


73 


7^ 


IS 


76 


7 


78 


7 


6/ 


GZ 


63 


6i 


6S 


(o 


67 


68 


6 


S/ 


52 


f5 


5-H 


S 


St 


S7 


sa 


S 


i/ 


^2 


^5 


7 


7i- 


f6 


H7 


7(3 


H 


3/ 


31 


3 


37 


35- 


56 


67 


^6 


5 


2.1. 


z 


23 


27 


Z5 


26 


27 


28 


Z 


/ 


/£ 


/3 


/7' 


/£■ 


/6 


/7 


/a 


1 



J 1 



















• 


• 


• 


• 


• 


• 


• 


• 


• 


•' 


•' 


• 


• 


• 


• 


• 


































o 


o 


o' 


o 


o 


o 


o 


o 


o 





o 


o 


o 


o 


o 


o 



















/ 2. 



In connection with this latter fact, it must be noted that the men 
have greater liberty of action, for they are able to move in three 
directions instead of two, as is the case in the other games ; and. 
also, they have a far more extended field to M'ork in, their boards 
beih'g of 64 squares, as against 32 in English and 50 in Polish 
draughts. The so-called elementary principles, however, are the 



54 



CHECKERS. 



same as in the preceding varieties, and offer as extensive and scien- 
tific a development, if considered with proper care and interest. 

The diagrams on page 53 show the board numlicred in the first 
one, and in the second the position of the men thereon : 

Like the ancient varieties of the game, it is always a "mimic 
battle," in Avhich the soldiers "advance," "extend" and "close"; 
advance in "line," "echelon," or in "columns," and also can be 
" massed " for an attack in the centre, or, again, extend themselves 
to the right or left in an endeavor to outflank the enemy, and at last, 
when one of the lines is broken, and a king is gained and brought 
into the scene of action, he may be said to literally "swoop" down 
upon the scattered forces (/'. e., pawns) and complete their devasta- 
tion. 

The game is governed by the rules of the English game, excepting 
those which conflicts with certain points named below. 

'No. II 



6 


















7 






• 








• 




6 










® 




• 


m 


5 


















4 


















5 


















X 


















/ 












i 




8 



The White King clears the board by 18— 78, 78— 75, 75— 15, 15— 17, 17— 17, 7— 71, 
and is careful to take off each piece separately from the board when captured, as 
otherwise he would be unable to take Pawn 07. 

White ah^ays moves first. The pawns move only one square at a 
time, and stiaight forward, as 8 to 43, for instance, or to the right 
(4—45), or to the left (4—43)- 

The men capture in the direction in which they are moving, ac- 
complishing this l)y leaping over any of the adverse men adjoining 
and with unoccupied scjuare on the other side. 

The movements of the pawns are found to be l)ased on exactly the 
same principles as those prevailing in the English game, save, of 



CHECKERS. 



55 



Course, they are made in a vertical and horizontal direction, instead 
of the ordinary diagonal one. A pawn, or man, is made a king un- 
der the very same conditions that obtain in the English game, and 
when they have attained this rank can move in every direction, back- 
wards, forwards and sideways. 

A king is not obliged to confine liimself to moving one square only 
at a time ; on the contrary, he can jump several, a complete column, 
either in " capturing " or otherwise. In this regard his power is like 
that of the king in the Polish and Spanish games. 

Here, again, capturing is compulsory, and where the various pieces 
en prise are scattered in different directions, it is obligatory to take 
the greatest number. 

A special feature in the Turkish game is that the men are removed 
from the board one at a time, as they are captured, thus often open- 
ing up fresh loopholes for the taking of the other men in the same 
way. 

For example see diagram on page 54. 



TURKISH PROBLEMS. 
No. III. 



23— £1 
2.5 23 
43—43 

(1)4.5 48 



a 


8 
















7 






m 












6 














• 




s 


















H 











• 









5 


















Z 











• 


• 






I 



















45 — 17 

82—28 



81— 1 

48 41 

1— 2 



1 2 3 4 5 6 7 8 

White to move and win. 
1. 



07—67 

28—78 



G 63 
76—68 



W. wins 



^6 



CHRCKKR^^. 
No. IV. 



8 


















7 


• 


• 






• 


• 


# 


# 


6 


• 


• 




• 




• 




% 


5 






o 








• 




4 


O 


o 




o 










5 


O 


o 




o 


o 






o 


1 






o 




o 






o 


1 



















53— G3 

(a) 64 54 

4—64 

6 67 

34—4 

76 6 

41—51 

61 45 



/ z 5 ^ s 6 7 a ' 

White to move and win. 
(a) If 75—65 or 6—65, White wins by 41—51, etc. 



63—81 
57 58 
35— 5 
6 65 
64— 6 
67 45 
81—85 
W. wins. 



No. V. 



No. VI. 



8 


















7 




• 




# 




• 






6 


# 


# 


• 


% 


• 




• 




5 








• 








• 


4 






o 


o 


o 


o 






5 




o 


o 


o 




t 






X 


o 




o 


o 


o 








I 



















I I J^ ^ S 6 7 Q 

White to move and win. 



8 


















7 




• 




• 




• 






6 


% 


« 


• 


• 


• 


• 


• 


• 


5 




• 










-• 




4 


O 


o 




o 






o 




5 


O 




o 


o 


o 




o 




l 


o 




o 






o 


o 




1 



















/ ^ 3 ^ ^ 6 7 8 



AVhite to move and win. 



45— 5 


25—35 


37—38 


17—43 


65 47 


45 25 


57 17 


3— 7 


43-53 


24—86 


26—27 


W. wins 


63 45 


W. wins. 







CHECKERS. 



57- 



3—43 
65 5 
36—46 

5 36 
37—36 
75 65 
35—45 



64 54 
(a) 38—37 

67 57 
45— 4 

65 64 
28—38 
61 51 



"CENTRE GUARD." 






3-42 


52 51 


24—23 


51 52 


7 67 


21-31 


73 74 


(b) 25—24 


2-32 


74 75 


26-25 




51 52 


2.5—35 


54 53 




23- 3 


75 65 


23— 2 




71 61 


35—45 


53 54 




31-41 


68 58 


27-26 





(a) Threatening a three-for-two stroke by 45, etc. 
lb) And the position is now as follows : 

No. VII. 



58 48 
38—58 
65 5 
45 — 65 

67 68 
65 -67 

68 48 
46 86 
78- 7 
67—87 
48 38 
87-47 



8 


















7 


• 


• 




• 




• 




6 


• 


• 


• 


• 


• 




5 




• 




• 




• 


• 


# 


4 


o 


o 


o 


o 


o 


o 




o 


5 


o 


o 


o 


o 




o 


o 


2 




o 




o 




o 






1 



















61 51 
41-61 
63 53 
61—65 
38 28 
4—84 
28 18 
42—82 
18 48 
(c) 13 06 
B. wins 



/ 2 5 4- 5 6 7 8 

(c) Black captures all the pieces, touching square 43, 23, 25, 27, 87, 85, 35, 3, aS, 81, 
26, 86 and 82. , • ^ <-u„f 

Mr Dunne savs of the above: "We can scarcely conceive that 
this complicated'' stroke' could be seen through m cross-board pla,y; 
t is more likely the result of analysis. That it is a practical pos i- 
t on however, is beyond doubt, and can be formed from several dif- 
ferent openings ; and it is a good illustration of the possibilities of 

^Yn^Sud'^-Ingt^e^-five varieties of draughts presented here, the stu 
den^ w Ifind his time and mind most agreeably employed He must 
be careful however, not to allow this fascinating game, with its many 
and varied phases, to absorb his attention to the exclusion of all other 
Occupations^ diversions, as thus he would once for al lose the 

TosXlity even of the genuine good wdiich -^^l^^/^: ^ 
'^ • 1 i.- ^f cr-ic^nrp in nnv form. JN o one wno nas e\ei 

i-ip«;l- rnnmderation oi science lu a-ny iwnxi. 

aken up draughts seriously will deny its scientific tendency, and the 
larf^us^' openings" into deeper and more "f-^J^^f^^^^y/Xed" 
search the clifferent forms of the game suggest. It can be played 
however , in the simplest manner, and thus_ is accessible to al the 
members'of the familf, from the oldest, who is o^^^^^^^^^_ 
over some minor pastime, to the youngest who will find entertain 
ment in the arranging of the pieces on the board, 



ifk¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥'* 






ennis 



Racket 




RAME of finest quality white 

ash, handsomely polished, the 

stringing of the highest quality 
gut and specially made for this 
Racket; throat-piece of rosewood, handle 
cane spliced and cane extending through 
throat-piece, giving additional strength 
and greatly increasing the resiliency and 
driving'power. It is hand-made throughout and 
of the finest workmanship, as indicated by our 
special trade mark of " Highest Quality." 

.-Price, $8.00 

Illustrated Catalogue of Spring and Summer 
Sports Free to Any Address. 



A. G. SPALDING & BROS., 



NEW YORK. 



CHICAGO. 



PHILADELPHIA 



in 



|^^1^1^l^1^1^l^l^!^l^1^1^1^l^l^l^1^1^1^1^1^l^l^l^1^5^1^1^^^1^1^1^l^ 




I 
i 

i 




OAT 




e-» 



Me Builb... 



Strictly high grade pleasure, racing or cruising craft of 
all kinds, from a canoe to a sail yacht or steam launch. 

We are the only builders of the GE'NUINE 

Famous 
St. Lawrence River Skiffs. 

Me JSmlt 

(from the design of Mr. W. 
P. Stephens) the half-rater 

JEtbelwpnn/^ 

winner of the Seawanhaka- 
Corinthian Yacht Club's In- 
ternational Cup. 

Our One Raters, Half Raters, 
and Sailing Canoes show a 
long winning list for '94 and 
'95 seasons. 



(t 



Send for Illustrated 
Catalogue. 



S;,-C:3?.??^^^i -^ 



CPALDINQ ST. LAWRENCE BOAT CO., 

^^ Formerly the St. Lawrence River r\r^T\PfKynnw ir^^ -.t -, 

...Skiff, Canoe and Steam Launch Co. OGDENSBURQ, N. Y. 



Champion Jas. J. Corbett... 

USED •■'"'' — 

"CORBETT" 



(Trade Mark) 



Manufactured b^ 



„ Manuiactured by 
^ A. J. REACH CO., 
^^ Tulip and Palmer Sts , 

,^ Philadelphia, Pa. 



Boxing Gloves J 

n Ms Fi.u wuh MITCHELL^' f>t^r&^-'m 




The REACH Trade Mark is on the Wrist of Every Glove. 



p An Exact Duplicate 

Sg of the Gloves used by Corbett 

will be sent upon receipt of price. 



Per Set, $7.50 

A. J. Reach Co., 



If you cannot get them in your city, 
address 



Tulip and Palmer 
Streets, 



PHILADELPHIA, PA. 



^^^^^S^^m^mm 




Ot- 



;^7o\Ho\mRP Gavy 







"THE CHRISTY" 

, . . . , ANATOMICAL 




Price, $5.00. 

YOU have never appreciated true saddle comfort until 
you have tried the Christy Saddle, and the pleasure 
of cycling is increased two-fold by its use. 

The frame is made entirely of metal and therefore main- 
tains its shape. Cannot draw or warp and hurt the rider. 

It has a short horn which does not project through be 
tween the legs, leaving the clothing in proper and comfort- 
able position ; and there is no chafing of the limbs. The 
pads receive the weight of the body, and the open centre 
protects those tender parts that are susceptible to injury. 
Endorsed and recommended by many prominent physicians. 
This saddle has been thoroughly tried, and is already a 
favorite For lady riders it has no equal. The saddle 
weighs but a pound, and will last the rider a lifetime. If 
interested in saddles send for our booklet devoted to the 
Christy Saddle. 

A* G. Spalding & Bros. 

New York Chicago Philadelphia 










Athletic Library 



No. 



Published Monthly 



I. Life and Battles of James J. Corbett. 

J. Indian Clubs and Dumb Bells. 

L How to Become, a Boxer. 

). Gymnastics. [Campbell. 

5. How to Play Lawn Tennis. By Champion 

'. How to Play Base Ball. Just the thing for 

^ Boys. By Walter Camp. 
I. The Athlete's Guide. How to Run, Sprint, 

Jump, Walk, and Throw Weights. 
;. Association Foot Ball. 
1. Hand Ball. 

. Curling, Hockey and Polo. 
I. Indoor Base Ball. 

. Skating. A very practical book. By Champion ,,, 
. Basket Ball. [Geo. D. Phillips. M) 

. Fencing. 

. Cricket Guide. By Geo. Wright. 
• Rowing. By E. J. Giannini, Champion Amateur 
. Canoeing. By C. Bowyer Vaux. [Oarsman. 
. Swimming. By Walter G. Douglas. 
. How to Play Foot Ball. Walter Camp. 
. College Athletics. M. C. Murphy,Yale Trainer. 
. Exercising with Pulley Weights. By H. S. 

Anderson. 
. How to Play Lacrosse. W. H. Corbett. 
. Practical Ball Playing. By Arthur A. Irwin. 
. Intercollegiate A. A. A. A. Guide. 

36. How to Play Golf. Edited by L. B. Stoddart. 

37. All Around Athletics. 

38. Official Croquet Guide. 

39. Lawn Bowls. By Henrj^Chadwick. 

40. Archery. By James S. Mitchel. 

41. Official Foot Ball Guide for 1895. Edited by 

Walter Camp. Portraits of all prominent play- 
ers. Official Rules. 

42. How to Use the Punching Bag. 

43. Bowling. Latest Rules and Instructions. 

44. Official Roller Polo Guide. 

45. OfficialCycle Guide. Instructions to Cyclists; 

Portraits of all leading riders; complete list of 

46. Athletic Almanac. J. E. Sullivan. [records. 
47'. Official Handbook of the A. A. U. 
48. Spalding's Official Base Ball Guide for 1896. 
50. Spalding's Lawn Tennis Guide for 1896. 

Per oopy, 10 cents, postpaid 

American Sports Publishing Co., 

24 J Broadway, New York* 



SPALDING'S... 

Illustrated (Catalogue 

Fall and Winter 

SPORTS... 

Published about August First. 




Foot Ball Ice Skates 

Golf and Polo 

ATHLETIC AND GYMNASIUM OUTFITS. 



Sweaters, Hunting Clothing: and 
Equipments, and all Accessories 
for Fall and Winter Wear*^^.^ 



Handsomely illustrated, and the recognized authority for standard and up-to- 
date goods. Mailed free to any address. 

A* G* Spalding & Bros* 

NEW YORK CHICAGO PHILADELPHIA 



LIBRARY OF CONGRESS 



020 237 542 A 



1 




CQ^T/NG 



BICYCLE CATALOGUE- Ff^^^ 
.".ze.^^WA^M.*, .S«IKftx' ,aSS« 



!^ 



